Celestrium 0.93
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SwanBotCreated:
Download:B5CXEVKVVersion:0.9.3Size:1.4MB about
Introducing Celestrium.
This game is all about adventure and fun but in its current versions it is not at Version 1.0 yet meaning many things have not been Added yet.
For anyone wondering I have been focusing on my school and getting that done instead of working on this but for now just know you most likely wont get anything from this too soon. I'd love to wrok on this and stuff but juggling doing this and schoolwork (along with other stuff I am doing in my life) is just a bit too hard for me right now.
You may have noticed warriors name on here and that is because he is indeed helping though currently working on something else.
UPDATE 0.93 IS RELEASED!!
Its the nearest thing you will get to Terraria in SmileBasic (but is not to be confused as a Terraria clone!, the engine is very nice and holds worlds 1000x1000 in size but can at the largest be 2000x2000 so i may extend it a bit depending, or add a feature allowing you to choose a larger world in the future.
while there been debate i want to firmly state THIS IS NOT A CLONE OF TERRARIA. If you look around sbs you will find no game like terraria in any way other then Petitworld, this is of my own making ONLY, aside from help i get from others (such as random guy and Nathaniel) the whole game is made by me. now to the good stuff.
for anyone wondering, the terrain generation is not near done but i got the grass/forest biome working very nicely.
Currently it has, 4 biomes, forest, snow, sand and jungle. while they (excluding forest) are not done and pretty much empty in the future i will add all the stuff i can think of, just is hard to add things sometimes
the forest biome has
*Randomly generated trees
*Random grass and flower stuff on the ground
*Smooth terrain
And more
before anyone blabs about copyright for the sprites, every one it has was made solely by me (and the wood by random guy) with no looking or trying to copy terraria sprites, so as i said on chat "grass is grass" there is no copying a 8x8 grass tile unless you really try
idk if anyone reads this but yes i know the map and inventory buttons do nothing because they are not added but will be soon
Replying to:SwanBot
so I have been actively working on adding the item system and have made much progress today, so here's how it will work maybe.
you get items, they are in your inventory now and in order you get then.
now if anyone cares i wish to know how much you guys care about moving around items in the inventory other then the ones in your main setup (E.G. the 6 selections as main things, maybe sword, pickaxe, axe, bow, dirt and wood in your main bar)
by this i mean making blocks all at the top by sorting them out or something.
next is the crafting.
i am REALLY excited to try to make this happen finally, ive planned this for a long time and i think Y'all will like it. but again some input required on this, do you guys rather A; you unlock the recipes by gaining the different materials (such as discovering wood and rope) or B; you gain them by having it all in your inventory at the same time (like having both wood and rope at the same time).
the starting size will be 30 slots but will be made bigger later i think, tll me what you all think please!
i also say A.
Nothing breaks in Terraria...
i know, i just dont want that in case it might be a plan. it happens in games like minecraft, cube creator, other minecraft clones.
i say terraria is not a minecraft clone.
I believe he's stated that he's making this as close to Terraria as possible, so fear not. I, for one, am happy about that as I much prefer Terraria to 2D Minecraft. I agree as well, in terraria not being a MC clone, as in many, many ways its far superior.
PC edit:(He or she, whichever the case may be)
"Its the nearest thing you will get to Terraria in SmileBasic"...
That wasn't a self-quote it's literally a few inches above in the description. Furthermore, most things I find on the forums are highly derivative of other things, such as the wario-ware like virtual buffalo that I love to pieces, but most still manage to find their own flavor.
And none of that debate robs this project from the effort that clearly went into it.
weapons dont break in terraria, but on a side note i think maybe we should make something so they dont break but get say old or rusty idk making them less powerful over time, they can be like fixed by an NPC by paying them to fix your weapons back to full power.
how does anyone feel about this, it would give weapons less of a "always powerful" look and more of a over time they get run down instead of just randomly breaking.
oh and coins *ding ding" there should be machines to make money for you sometimes if you feed it with say the right ores.
but i think i cool idea would be to randomly get coins from digging near the surface and having only to clean them once you find them to use them.
and lastly, the TILE darkness (getting darker in the world tiles like not letting you see until light is there) is currently not known how i am gonna do it (i even asked Nathaniel and he did not know)but worry not i am trying to find a way to do it still.
EDIT: woah like 7 comments were made let me read these
EDIT2: ok so i get what you guys are saying about copyright and being too close to terraria which is why im trying as much as possible not to copy it, but some things like grass is, well grass..
I will say though yeah if i get copyright violations I will try to change whatever i think may be doing it, but aside from the tiles (which were all made by me no reference to terraria ones) that may look close to terraria there is nothing other then the engine and movement that could be considered the same.
anyways by theme what do you mean @shelly.
when you say that i assume you mean as in the way it will prgress E.G; terraria progresses by beating bosses.
so kind of like reforgeing items, but they slowly de-modefy. i like that idea.
after voting ends ill design boss sprites and u can program what they do and whatnot.
Hi Picy3, i guess that you mean "field of vision" by "tile darkness".
You should check a flash game called Red Rogue(http://redrogue.net/) and the research that the author made to make that game. I'll leave you this link where he post an example and the source code of shadow casting
http://www.robotacid.com/flash/red_rogue/shadow_casting/
The folder src contains the code of the demo (199 lines) made on actionscript. There is also a link to the same algorithm on python.
Yes that is partly what I want but not quite, see
(random image from internet, not mine)
like that, how it gets darker the further it goes into the ground (i would only need two layers of getting darker if not just one)
so the original idea was to make a sprite off the location you were in the array then put it scaled up *8 and fix over the world to make this effect, but making the sprite proved impossible without the lag of a needed for loop to make the sprite.
the other idea was to use a 2nd bg layer to do it which also proved impossible as BG layers wont let you do a neutral color.
so im kind of stuck in this area of how to make it.
if you know a way though i would love to hear it!
-also just yesterday i was using your mml editor, which i really like by the way!-
Replying to:ChaseCZ
Great work there! :)
now make something like StarBound
*cough* jk that would be almost impossible
starbound was once called the spiritual succesor to terraria after terraria had gotten cancelled after the 1.1 update
after that, terraria was un-cancelled for the 1.2 update! (woo-hoo!)
and after THAT happened terraria and starbound were both in development at the same time (starbound was in beta at around that time)
eventually starbound got a 1.0 release! (AKA Cheerful giraffe i think)
and starbound has gotten quite a few updates since then (it's on 1.3.3 right now)
oh sorry you didn't want the history of starbound and terraria 1.1 and 1.2 did you?
Replying to:ChaseCZ
Great work there! :)
now make something like StarBound
*cough* jk that would be almost impossible
So this finally intrigued me to look up Starbound and I am quite sad I knew nothing about this game and am pretty sure it will be stealing lots of my time in the very near future.
Replying to:ChaseCZ
Great work there! :)
now make something like StarBound
*cough* jk that would be almost impossible
I've played over a hundred hours of it so i can say for sure it's a great game
Using scaled sprites is probably the best way.
You should have an extra array to store the light level of each tile, so you can only update the array when lighting changes, rather than having to recalculate it every frame.
How about modular weapons and things? Say you find a random chest/box/whatever and you get a gun part or two and a blade. You go to your crafting station and assemble a custom weapon with your new parts and ones you found earlier and make a weird sword/gun thing. Too hard?
Replying to:ChaseCZ
Great work there! :)
now make something like StarBound
*cough* jk that would be almost impossible
yeah, (though maybe a bit off topic) i do enjoy a nice games history. (if only i could play the game lol)
Replying to:cujo1992
Ive not played terraria before... So I found myself clicking randomly and trying to figure out what to do. Perhaps things will be more clear for me as the project evolves.
yes, sorry about the not really knowing what to do, i was going to try to add a little tutorial but in the long end i had no time to add one, but yes in newer updates it will be much simpler to use
@12Me, how do i make the sprite from the array?
oh and @Turtles, i mean its possible but i think that would be a bit hard, at least to start with, but yeah weapons parts would be a good idea for things like making mods, but they wou'ld be set mods instead of user created mods (i think the engineer would like to help you on this "modding" :)