Slightly less awesome than awesomeness itself

Archive for the ‘Uncategorized’ Category

Bunch of New Features!

So I’ve been working a little over the past week or so, and here’s what I’ve added to the game:

  • New player sprites based on what tile he’s on:

Tall Grass:  Water:  Or behind a tree: 

  • Can walk through leaves (or behind the trees, however you want to look at that)
  • Smoother walking (senses multiple key presses at once instead of one at a time)
  • Ponds (small lakes)
  • Lakes (big lakes)
  • Rivers:

We’re still on our way to our new goal, but we’re making great progress!


Bigger lakes, grass patches

I made lake generation run longer (which means bigger lakes!) and, using the lake generation code, I also implemented tall grass patches which will have a purpose for future updates.

Some smaller details:

  • Guy appears in a little boat when entering water
  • Fixed a bug where the guy wouldn’t face the right direction after loading a game

Some of my next goals will be chunk loading, removing mobs (will be replaced by something else), and heading towards the game’s finish (still a long road ahead!).



Lakes have been added, complete with sand and water 🙂

Next up: Rivers!

New Arroows Management! And C#? And a new game?!?!?!?

The management of out first game Arroows has moved over to me, starfox1o1. After about a month(or so) expect more (quicker) updates on the game. I have recently only been doing art so I have to touch up on my Python skills.

As of yet we have not come to a full conclusion as a team, but we may or may not start making our projects in C#. What does this mean to you? This includes an easy way for our Windows friends to only have to download the .exe of the game and run it, simple right? Our Mac friends may however have to download something to be able to run the C# programs, because C# is a native (or works on windows) application. You could also maybe see us making Xbox Live Indie games with this knowledge of C#

Check back frequently for updates on Arroows and a new no named game! You can check the specs of our new game in development here on the Minecraft Forum

Mob Update Coming Soon!

Alright, so after a small break I went ahead and got coding again. I promised the next update would have mobs, and a bigger map. 

The bigger map is done, I resized it from 200×200 tiles to 500×500. Not that big of a change, but that’s still over twice the map size before.

To increase the map size even further in the future, I’m going to add chunks, like minecraft, which may even lead to infinite maps.


And mobs? Well, so far, I’ve got turtles added. They wander around randomly, running into walls, acting stupid, but they’re a start towards bigger and better mobs.

So far the game spawns anywhere from 30-50 turtles, depending on map size, and later I’ll add some more mobs in to create more diversity among the wildlife.

The turtles’ positions are saved when saving the game, so when you load your game, your pet turtles will still be there (check out my little turtle house below :D)

I’m expecting this update to come out in maybe one or two days, depending on how fast new art can be done for new mobs.


Small update – 0.4.1

Celebrating 100 downloads! Whoo!

Anyway, this update includes:

  • dirt tiles
  • cleaned up world gen code
  • separated python download and game download

If you don’t already have Python, Pygame, or Numpy, you’ll have to download

However if you do have those all you have to do is download

If you aren’t sure what to do read howtoinstall.txt:

That’s it! thanks for everyone’s support!

Building Update

Coming in the next update, the inventory isn’t really an inventory, but more of a little square to see what tile you’re placing.

We’re expecting a real inventory a few updates from now, but don’t worry, it’ll come soon 😀

Here’s a couple of quick screenshots: