The game does need OpenGL sorry, it requires at least OpenGL 3.3
UnobtainableMelon
Creator of
Recent community posts
Thanks for playing!!
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Yes. I’m going to try and keep worlds and characters playable on new versions. I can’t make a guarantee in case something big changes with the formats or the way the game loads worlds/characters. But I think there would be enough people who want to do that to justify me spending the time on making a world converter.
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Yes. The game currently stores save data in your Documents folder, so no matter where you install the game, the save data will always carry over. (As long as you are still using the same PC of course)
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I’ll have to figure this out. I’m planning on using the steam multiplayer API. The top priority is getting joining friends worlds working, then once that is done I will work on dedicated server hosting. I thiiiink steam provides a server browser service, but I still need to do some more research on the topic.
Thank you! Try this temporary one: https://discord.gg/upCr9QNU, any time i try and create a new permanent invite link it just generates the same one that is already public. I’m not sure why its not working for you, this is the second time someone has told me the discord link says it has expired, but people still seem to be joining with it. Not sure what’s going on. Hopefully this temporary link helps :)
Thank you! An update to fluids is in the works! https://bsky.app/profile/unomelon.bsky.social/post/3lvo3jz4gxc22
You could possibly try using the file provided here: https://github.com/Shirakumo/cl-soloud/blob/master/static/lin64-libsoloud.so
And place it in the same directory as the executable (renamed to libsoloud.so). I’m not very experienced with Linux, so I apologize that I’m not very good at troubleshooting these sorts of problems.
Hey! I’m sorry that that happens, would you mind posting the crash log? It can be found next to the executable in the logs folder. It seems that some people get this issue way more than others and it’s hard for me to track it down. Would help me fix the issue for you and others who have it happen :)
Thanks for playing! Most of this is being addressed in 0.9. Been doing a lot of work on placement. Also yeah, the sneakers is a bit of a meme right now, due to my terrible balancing people end up with hundreds of them lol. Will certainly be fixing this too.
I do wanna clear up that the night flyer wont spawn in the air, it always spawns on the ground and flies up. That enemy specifically will only spawn on grass or dungeon bricks, so the inside of your house should be protected as long as the floor isn’t made from those materials. Placing torches will also prevent them from spawning on the surface. They need a red light level of 0 to spawn.
That being said there is a bug currently where if a lot of enemies group up outside of your house, sometimes they can push one of these guys through a wall.
Could you post a picture of where they spawn for you so I could see what might be going wrong? If it’s a bug I’d like to make sure I can fix it.
Those are some good ideas! Thanks! The dynamic lights/held item lights etc stuff is planned, it’s just on the back burner for now. Also, with the stair/fence thing, have you tried changing block shapes without the hammer? You can change block’s shapes before placing them by holding R. I also like the ladder placement idea.
I'm not really using a game engine for this, just C# + OpenTK 4, a framework that handles input/graphics. Kind of like how Minecraft is Java + LWJGL. I am also using SoLoud as my sound library, it's pretty useful.
For monsters/entities, I'm doing an entity component system. I'm not sure if I'm doing it "correctly", but at the very least entities are made up of components, with behaviours instead of inheriting behaviours from a superclass. Like the player is made up of a Player component, a Health component and a Physics component right now.
If you check the link to my bluesky on my creator page I've got videos on there of zombies that walk around and attack the player. Also wrote an importer for blockbench so I can create/animate entity models way faster.
Don't worry, that's a fair question! :D In the currently available build of the game, not much. But the more I work on it the less like minecraft it will become. My goal isn't really to out compete minecraft, I'm just creating the game that I want to see. A closer comparison to the vibe I'm aiming for would be terraria. I'm going to be adding depth to as many systems as I can. For example, biomes will have unique caves, plants, trees, structures, enemies, and loot. I also want to give players variety early on. I find with minecraft, the selection of interesting items, tools and weapons you have at your disposal is very limited. I want to have lots of things to experiment with early on.
Once I finish getting the core systems in, (like monster spawning mechanics, more advanced block models etc) I plan to redo all of the page screenshots. As soon as I get a boss in, I'm going to create a trailer. And I'm going to try very hard to demonstrate that this game has it's own identity. Hopefully that answers your question :D
Edit: found it, will get it fixed today
Could you be more specific about what the issue is? I don't quite understand what you mean. Also, I'm only using % based values for the progress bars, everything else, like the inventory is already static. (It has a min-width value of 338px for example). Thanks for the feedback though, I appreciate it. Wasn't expecting this much attention so early 😅


