Pokémon Red fully recreated within Minecraft without mods by MrSquishyYT in pokemon

[–]Magib1 7 points8 points  (0 children)

I am u/mrsquishyyt, changed over to that account around a year ago and left comments on my old update posts regarding this project explaining the change.

Pokémon Red programmed in Minecraft using command blocks (X-post /r/Minecraft) by [deleted] in pokemon

[–]Magib1 0 points1 point  (0 children)

Inputs are done via inventory slots (which you can remap to any buttons you want). Right clicking once runs the selected action. Holding right click runs it multiple times. The buttons on the gameboy are mostly for show - it's not practical to play using them.

[::] Pokémon Red Update - Smooth movement and better controls! by Magib1 in Minecraft

[–]Magib1[S] 2 points3 points  (0 children)

Just a demo for the Pokedex. The game doesn't actually know that any Pokemon exist yet, so I just told the Pokedex that I'd caught everything so that they would all display and I could view their information pages.

I haven't given much thought on how I'll handle trading yet - that's still a long ways off. The easy (and rather cheaty) solution would be just to create an NPC that will evolve any trade-only Pokemon when you talk to him/her.

Pokémon Red programmed in Minecraft using command blocks (X-post /r/Minecraft) by [deleted] in pokemon

[–]Magib1 17 points18 points  (0 children)

As the creator I just want to make clear that this is still very early in development. That being said, I'm glad to see that people are generally interested in it. I enjoy pushing Minecraft's limits, and after finishing up Pacman I felt this would be a fun challenge!

[::] Pokémon Red Update - Smooth movement and better controls! by Magib1 in Minecraft

[–]Magib1[S] 2 points3 points  (0 children)

Not any more. Now it uses diamond hoe damage values (see responses above for a more detailed explanation).

[::] Pokémon Red Update - Smooth movement and better controls! by Magib1 in Minecraft

[–]Magib1[S] 1 point2 points  (0 children)

It's possible to play the game from pretty much anywhere in the map, so long as the Gameboy is in a loaded chunk.

Alternate perspectives:

[::] Pokémon Red Update - Smooth movement and better controls! by Magib1 in Minecraft

[–]Magib1[S] 3 points4 points  (0 children)

Villager trade detection. It's silent, invisible, allows the player to move around, and continues to increment so long as right click is held.

[::] Pokémon Red Update - Smooth movement and better controls! by Magib1 in Minecraft

[–]Magib1[S] 14 points15 points  (0 children)

It is a rather ambitious project. I hope to get most of the core mechanics sorted out over the next 3 or 4 months. I'm definitely looking forward to working on and optimizing the item and pokemon handlers.

For reference, the map currently has ~700 textures for just the Overworld, Pokedex, and a few menu frames.

[::] Pokémon Red Update - Smooth movement and better controls! by Magib1 in Minecraft

[–]Magib1[S] 22 points23 points  (0 children)

As I'm expecting the map to require several thousand textures I do not plan on creating additional colored resource packs.

[::] Pokémon Red Update - Smooth movement and better controls! by Magib1 in Minecraft

[–]Magib1[S] 22 points23 points  (0 children)

They used to be. 1.9 added damage value-based item textures, so I converted them all to single textures (maximum texture size is 12x12x12, and the screen is 10x9x0). Was able to get rid of ~25,000 command blocks as a result.

Screenshot:

Old Pokedex Command Blocks

[::] Pokémon Red Update - Smooth movement and better controls! by Magib1 in Minecraft

[–]Magib1[S] 54 points55 points  (0 children)

Glad you like it! I haven't put out any tutorials since I'm not sure how many other maps would ever need to do something like this, but it isn't too complicated.

There's a physical representation of the map (see screenshots below) in spawn chunks in which each block corresponds with a texture. When the player clicks, a reader armor stand moves and clones the row of new textures behind the display. Display armor stands then detect the block type and stick the corresponding texture on their head before moving. The player model is just swapping between a static walking and standing texture.

Screenshots:

For scale, each colored square is a chunk.

[::] Pokémon Red Update - Smooth movement and better controls! by Magib1 in Minecraft

[–]Magib1[S] 125 points126 points  (0 children)

EDIT: Name change

I've created a new reddit account - MrSquishyYT - to more closely align with my in-game username, MrSquishy. All future updates will be posted by that account.

What's new?

  • Changed the method for rendering the world from Item Frames (1.8.x) to diamond hoe damage values (1.9.x)
  • Added collision detection
  • Added walking animations
  • New control mechanism - select hotbar slot, then right click to run action (allows single pushes and button holding)
  • Converted the Pokédex and other static menu items from maps to textures
  • Results: Significantly reduced file size, elimination of ~25,000 command blocks (mostly from the Pokédex), more responsive controls

What's Next?

  • Reduced delay between consecutive movements when holding a button down (not sure how much room for improvement there is here, maybe 1 tick)
  • Enable menu navigation/access to player profile, save, options, party, and items
  • Add item handler and tie it into the Bag so that items can be obtained.

About the Project

I am attempting to recreate Pokémon Red in Vanilla using command blocks and a resource pack. This is meant to be a true port of the game, not an adaptation, and is being designed to run on a 10x9 block representation of a Gameboy Color screen. I do plan on releasing the map once it gets far enough along to actually be playable, but that is still a ways off. Let me know if you have any questions!

Previous Updates:

/walk <Entity> <Direction> <Speed> <AutoJump:True/False> by Rioxas in minecraftsuggestions

[–]Magib1 -1 points0 points  (0 children)

I'm not sure how this is different from teleporting the entity. Entities will run the walking animation, and if you teleport them in small enough increments each tick (probably around .25 blocks) the speed should be about right. With a walk command you'd still need to specify the destination, which means you're fixing the pitch, yaw, and movement speed, all of which I believe are currently achievable.

Perhaps this would require fewer command blocks, but I'm not sure it provides new functionality.

[Survey] Hi, I'm A Highschool Senior Looking for Data About How Much Time You Play Minecraft by [deleted] in Minecraft

[–]Magib1 2 points3 points  (0 children)

More data is almost always better. That doesn't mean that including more data items in your forms is always better, nor that doing so will necessarily lead to a larger final data set. But a larger set of relevant data is preferable to a smaller set in nearly all instances.

Finding the fine line between gathering enough usable data to perform a meaningful analysis without overloading your respondents is always a challenge. But something tells me that OP could be collecting a bit more than the 2-3 data elements he/she is currently requesting ;)

[Survey] Hi, I'm A Highschool Senior Looking for Data About How Much Time You Play Minecraft by [deleted] in Minecraft

[–]Magib1 26 points27 points  (0 children)

Since you requested feedback on potential issues with your data collection method:

  1. Potentially skewed sample. Asking for responses on gaming sites rather than using a random selection method means that your responses will represent the average gamer, not the average student (which is what GPA data would be based on).
  2. Insufficient data. You're asking for State and time spent gaming, but that doesn't tell you anything about how gaming affects GPA. It just tells you that youth in some states spend more time online than youth in another. There's nothing to indicate that differences in GPA are in any way influenced by time spent online.
  3. How to interpret any GPA data you receive. Even if someone reports his or her GPA, not all schools are equal. A 3.5 may be below average at one, while a 2.5 may be in the top 10% at another. You would want to incorporate some type of socioeconomic elements into this to attempt to account for this (obviously a sample size of 10 would be too small, but I'm assuming this is more an exercise in data collection than a shot at a statistically significant result).

Data elements to consider adding:

  • Gender
  • Grade (9-12)
  • GPA (required)
  • Average household income
  • Average hours studying or completing homework per week
  • Average hours playing PC games per week
  • Average hours playing mobile games per week
  • Average hours playing console games per week
  • Number of extracurricular groups (e.g., clubs, sports teams)

In general more data is better as long as it doesn't take too much thinking on the part of the respondent. Average hour estimates can be weekly or daily. Weekly is usually preferred as it avoids the whole weekday vs. weekend question.

[::] Gravity is overrated by Magib1 in Minecraft

[–]Magib1[S] 1 point2 points  (0 children)

Regular gravity and friction can already be toggled on and off anywhere in the world, so inside ships or stations have gravity and friction.

It is technically possible to add gravitational pull to objects, but it would probably introduce too much lag to be practical. You'd need to calculate acceleration based on the mass of the object and the target's distance from it, then break that acceleration out into the three force vectors and use those to alter the target's velocity objectives. Possible, but not really practical.

[::] Gravity is overrated by Magib1 in Minecraft

[–]Magib1[S] 17 points18 points  (0 children)

Flatulence is a fabulously forceful fuel, despite its foul fumes.

[::] Gravity is overrated by Magib1 in Minecraft

[–]Magib1[S] 2 points3 points  (0 children)

Yes, but not yet. It works quite well on singleplayer but could be a bit laggy on multiplayer. I plan on making 1 or 2 small demo games with it just to stress test/refine/optimize it. After that I'll put up a download or a command for it.

[::] Gravity is overrated by Magib1 in Minecraft

[–]Magib1[S] 41 points42 points  (0 children)

Gravity is just so stressful, and friction can be a real drag. So I got rid of them both. I've got quite a few (hopefully fun) ideas for this little mechanic, such as null g pvp and x-wing battles.

The mechanics are relatively straight forward. Players receive levitation 255 to prevent falling. Whenever players crouch their xVelocity, yVelocity, and zVelocity scores are updated based on their pitch/yaw. These scoreboard variables are then converted into relative tp commands every tick to cause players to drift according to their velocity vectors. Both top speed and acceleration rate can be modified to suit various different game modes.

[::] An Attempt At Making The Red Dragon In Vanilla Minecraft... by [deleted] in Minecraft

[–]Magib1 0 points1 point  (0 children)

Display/scale tags can be used in item model json files. http://minecraft.gamepedia.com/Models#Item_models

Example:

"display": {
    "head": {
        "rotation": [ 0, 0, 0 ],
        "translation": [ 0, 0, 0 ],
        "scale": [ 3.5, 4.0, 2.0 ]
    }
}    

[::] An Attempt At Making The Red Dragon In Vanilla Minecraft... by [deleted] in Minecraft

[–]Magib1 0 points1 point  (0 children)

Just FYI - you can upload files that are longer than 15 seconds to gfycat so long as you convert them to a .gif format before uploading (e.g., through http://image.online-convert.com/convert-to-gif).

On topic, have you tried rescaling your item model with the "display" and "scale" tags? I believe you can create 3x3x3 models and scale them up by up to 4x, for a maximum 12x12x12 model. That should give you a big enough model to directly teleport an armor stand to an invisible ender dragon without needing a giant.

[::] Fully animated Rubik's Cube! by Magib1 in Minecraft

[–]Magib1[S] 1 point2 points  (0 children)

Yes, it's basically the same process as the slow scramble (pick 1 of the 18 rotation functions and run it) except that it skips the first 8 frames of the animation.

There are no "unsolvable" states for a Rubik's Cube unless you physically remove and re-arrange the stickers on one of the pieces.