It’s time…
Yes, I’m finally shipping a3.0PRE. I thought i would have more time to release the whole version at once, but a new YSWS is starting today, and i haven’t released a bedrockR version in quite a while.
I did fix the resources, so now they do build properly, but there are some weird bugs that i have no idea where to even start with… this is why i made a known issues file on the github, because im hoping i can narrow down what might be causing this.
This release is about 50% of the work that will be in a3.0, the release is lacking quite a few important things that the final release will have. Mainly workspace upgrading, new UI features, and more network features.
You almost certainly WILL find bugs, I NEED these reported, I don’t want an a2.0.2 situation again, where the whole program was found to be broken AFTER I shipped.
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Anyways, this might very well be the last of me on Stardance, thank you for following my code optimization journey, and I hope you enjoy bedrockR!
I wasn’t planning on making this… but seeing as im going to highschool for the first time in 30 minutes, uhhh… i think i should make this.
I finally started implementing resource building. Ive been doing all of this with plugins in mind, so its very flexible.
Well, this devlog is quite short, but… oh it doesn’t work… (well ill fix it when i have time)
I redid the Item selector, to make it easier to use, and program with, and I also removed the old block selector, seeing as it was literally the same class, but with some slightly different filtering…
I’ve also decided that i should probably release this version in 2 releases, a3.0PRE, and a3.0, because i haven’t released any versions in over 4 months.
this time, i didn’t take 10 hours to do something!
Yes, this devlog is only ~5 hours, not 10 lime usual, however, i did actually do something.
Now, you can actually use resources. You can select them in elements, and do things to them called “Resource tasks.” You execute them by right clicking them in the workspace view.
You can also FINALLY select them for blocks and such. (hopefully the video works)
Ive also fixed some other UI things, mainly being the icons for UI looking kinda crunchy… its very obvious with the social icons. The issue was with werid java scaling stuff… but its fixed now.
I also changed the icon that the program uses from 1600x1600 to 1024x1024, because of some scaling artifacts.
Also, I implemented some old, custom window icons, that i never figured out how to use.
i kinda underestimated how long i was coding for yesterday
I did more cleaning, and some more ui stuff. One of those was the social icons.
I finally finished adding back all of the RElementValues, so now i can focus on other things. One of those other things was fixing some block texture related things, like fixing a random bug i introduced, aaand also making the block downloading 10x faster….
It was always annoying when trying to test bedrockR on other platforms, and i would have to sit through the block downloading… so i added a way to cancel it… but now i completely negated that problem; i multi-threaded it. Yea it actually seems like its 10x faster now, which is nice.
RMapValues rework
Just like with RElementValues, the class for RMapValue was huge… so now im doing the same thing with it; seperating it into different classes. So far, i dont have many reimplemented, but thats because i was doing something else;
Yes, im finally adding the new resource UI. I’ve started with remaking the resource tab, it looks pretty good so far, but i still need to do some work.
Now im gonna continue resource stuff
pssst, hey i have a slack channel if you want more dev things
im not rewriting everything i said again, stardance utils deleted this whole thing, instead ill give you 1 sentence bullet points:
also, stardance utils doesn’t edit this textbox correctly, so below should be the changelog v
ok so the dreaded day has finally come…
The largest class in this program, RElementValue is finally being cleaned up. It is the thing you see when changing your settings, or when editing ANY element… it automatically changes depending on the type of the variable its targeting… but the code i wrote for it was SO BAD! 🥀
3 giant if statements, checking through each possible implemented type, making the class over 1300+ lines long.
However, I finally decided to redo the whole thing to continue my “code cleaning quest”
So now different types get their own classes, e. g, strings get; REStringValue booleans get; REBoolValue (not actually implemented yet), etc.
And as usual, this has NO effect on the user experience, which is… great to be putting so much effort into… but it has to be done before it gets to out of hand. (I promise im gonna start doing fun stuff soon 😅)
i kinda forgot to mention this… but im completely redoing the resource system…. oh wait i already did
yea i thought i said this last devlog, but cleaned more code, and redid most of the program again.
Resources instead of saving to one json file with the files, now save in a structured directory system, that you can see in the screenshot. (its actually a full workspace, but you get the idea.) Resources also are now their own classes, which makes it soooo much easier to add them… they are quite similar to how i programmed elements.
Right now, you can’t convert older workspaces to these new resource system one, but thatll be worked on later.
Time to do some ui!
(also i did more code cleaning, and i renamed a ton of stuff)
Alright, I’m actually resuming normal development. I’M NOT MAKING THAT INSTALLER.
I expect to be doing a bunch of code clean, now that I have even MORE experience with java.
For release a2.2, I’m planning structures, but thats gonna take a bunch of work internally… because i’ll have to redo a bunch of stuff to make this program easier to work on.
I also MIGHT continue on the android version.
slack channel for more updates
vid link: https://youtu.be/H_7fsU2BupI
alright, im probably gonna ship soon. so i focaused on some touch up features.
everything has recipes now, even adding the finiranium sensor recipe that i forgot last update.
everything also has shift summaries, so now people can actually learn how to use the mod
I also added Nether Glass, right now it’s only used for the chunk detector recipe, but it will be able to block end sickness later on.
I’ll be mainly prioritizing my other project https://stardance.hackclub.com/projects/336 after this ship, but ill probably work on this a bit more.
video cause stardance doesn’t work
alright so 8 hours again… this time i only did one feature, (and maybe some bug fixes…)
Now you can drop a log in, and try to catch that person stealing your diamonds every night!
I also fixed some formatting for things like tooltips, so they are much nicer to look at now. I also made the log screen bigger.
alright so 8 hours again… this time i only did one feature, (and maybe some bug fixes…)
Now you can drop a log in, and try to catch that person stealing your diamonds every night!
I also fixed some formatting for things like tooltips, so they are much nicer to look at now. I also made the log screen bigger.
The two kinetic blocks; the Laser Diode, and Chunk detector also actually consume stress units now, actually the laser diode doesn’t yet… but it will… and ill increase the speed req of it.
The two kinetic blocks; the Laser Diode, and Chunk detector also actually consume stress units now, actually the laser diode doesn’t yet… but it will… and ill increase the speed req of it.
now ill add a feature to obfuscate a players skin if they are invis.
ok so i normally would have devlogged after i got the ui done… but this ended up taking more time than i thought…
I finished the ui of the log, it took most of the time, and i also kinda did everything…
ui is done, i added some helpful utilities for loggable blocks, you can log things, omg this took so long, but there is really nothing else to say 😔..yet there are still a bunch of random things i need to fix
alright, i put the chunk detector aside, and ive done a bunch of work on logs. Mostly just me trying to figure out how the hell Create’s menus work because they have no dev wiki 😔…
anyways, the log now has a texture ive done twice trying to figure out how to make it look like a piece of paper, and i also make a screen; (ignore how its using the old texture.)
The log is gonna be usable between different blocks as i said, and each entry is gonna have a target player or entity, message, and timestamp. And i might also add the source block.
I also forgot that i forgot to add a recipe to the finiranium detector…
I’ve started adding the new block, the Chunk Detector, which will log entries and exits of each entity in a chunk. It will log these in a new item, the Log. You will be able to use it to see different timed events of different blocks, like the Advanced Sight Sensor when i add it.
Alright, I randomly decided to make this program so i could learn a bit of C++, and because my brother suggested this.
Im using Dear ImGui, and SDL3. This program will let you use your mouse as a virtual joystick.
It will also let you intercept an existing controller, so you could use some other software to map the keyboard to a controller, then intercept it with your mouse to add smooth aiming
In 2h 30m, I have… a window with nothing…
(NMouseJoy stands for “Native Mouse Joystick”)
(devlog 4 in extremely broken & incorrect spanish and latin.)
Rooms. I have implemented the room system, its pretty basic so far, but already pretty versitile. I have two test rooms now, testing out room exits, and even an exit in a pit.
I also actually finished the area name animation, and the sound effect. I actually made the sound effect over a year ago, and almost forgot about it.
Now I might start doing more ui stuff, and a title screen or something.
I also might try to start making the first real room in the game, to really try to show the art style. And to learn more about 3D modeling & Blender.
(devlog 2 didnt work, so this is both of them.)
I’ve finished the basic animations, falling, jumping, idleing, walking, and landing. I also improved the state machine so the animations feel fresh. I made it so that the animations are fully automatic, so i don’t directly change the animation, and its all blended together. Next im gonna tackle some room stuff.
I have started tackling some room stuff. Before, i was testing in a scene with the room, and all the other stuff. Now, they are seperate.
In Godot, i can run the room scene, and it automaticly loads the player, GUI, and other stuff, thats in another scene.
Ive also started implementing areas, so far ive created an area resource, that holds a name. When you enter an area, it will show the name of it like a dark souls game.
Also, the cool detail under the name is the 2nd image asset i’ve made for the game.
I’ve added some more animations, of which i’ll probably improve later. Idle animation, Walking animation, Falling & Jumping are the animations so far. Tommorrow ill probably add more, and make the animation state machine better.
You can hear some music in this video, its one of the many songs i’ve made for this game already. It’s my favourite which is why it plays here. The game is gonna have a interesting song system; I won’t spoil it yet but just beware.
(edit: bro why cant this just be like gh markdown where linkbreaks are automatic 😔)
Not even sure if im actually gonna finish this game here, but for a while ive been trying to make this game. First in unity, now in godot. Its been hard for me to feel inspired to make this because I was struggling to figure out how to implement the main character.
This game is 3D, but it will have 2D characters, so i was trying to figure out how to actually do this in godot, since 3d & 2d are seperate.
I have a new rig now, and i’ve setup IK, so now im actually onto the animating step!