A test made over a couple of weeks experimenting with dynamic tile-grid mechanics. This game is designed to be played at 60 frames-per-second. If you do not have an extension that enables 60 FPS on Scratch, please play the game here for best performance: https://turbowarp.org/487046201/embed?fps=60. All textures from Minecraft that were used in this game are property of Mojang Studios and can be replaced on request of their owners. However, the donut texture is mine and I own the rights to it, so taking it without permission would be donut theft. Please notify me of any bugs or glitches you may find. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Updates (Most recent: June 19, 2021): __________________________ [ June 19, 2021] - Added in configurations for TurboWarp so that the recommended settings are applied automatically without having to open the menu and select them manually. __________________________ [ April 7, 2021 ] - Fixed the background-darkening effect for the pause menu that was broken when the overlay effects were moved into their own custom block. - Refactored the placement code to take into account "Solid" and "Needs-support" values from the block registry so hard-coded ones are no longer necessary. __________________________ [ February 21, 2021 ] - Added new blocks: Iron Ore, Gold Ore, Spruce Planks, Jungle Planks, Dark Oak Planks, and Acacia Planks. - Added block type to block registry. - Removed ability to place torches and saplings on non-solid tiles. - Added new inventory textures. __________________________ [ February 20, 2021 ] - Added very basic cloud block syncing (quite broken). - Added block registry. - Fixed tile culling to be (almost) compatible with TurboWarp's "high-quality pen" feature. - Added tests for a new tile "backdrop" layer. - Created Perlin-noise engine for terrain generation (not implemented yet). __________________________ [ February 19, 2021 ] - Updated textures (all credit for Minecraft's textures goes directly to Mojang Studios). - Refined inventory textures. - Added hotbar for selection visualization and faster access to blocks. Select a hotbar slot with the scroll wheel and open the inventory and click on a block to swap it with the one in your hotbar. - You can no longer swap tiles magically! You have to break the existing tile before you can place something in its spot on the grid. - Updated rendering engine to not stamp air blocks (cutting tile count down by hundreds in some cases and improving performance by about ten FPS). - Made the debug screen and lagometer toggle-able with the "space" key (Who would have thought that the lagometer caused lag-spikes?) - Added bricks, pink concrete (on request), birch planks, bricks, and torches that don't emit light (yet?) - Added block placing and breaking sound effects (currently all blocks sound like stone but that will likely be changed in the future). - Added an outline around the block you are currently targeting with your mouse. The outline becomes red when you are holding down "x" so you know that you are in break-mode and will destroy the selected block instead of placing one. - Added support for 32x and 16x texture packs. PNG files from ANY Minecraft 16x texture pack should seamlessly integrate into the project. __________________________ [ February 18, 2021 ] - Added tile-overlaps for stone and dirt textures for testing. - Added infinite terrain! (And then forgot to render it) - Added placing or breaking blocks. - Added block selection indicator in the bottom right. - Added text engine with support for nearly every character (but incorrect spacing for most of them). - Added debug screen (not toggle-able yet). - Added oak leaves, oak logs, and oak saplings. - Saplings grow after a few seconds (quite broken). - Added a new inventory system. Press "E" to open and click any block to pick it. To close the inventory, click outside the inventory panel, press "E" again, or click the "Close Inventory" button. __________________________ [ February 16, 2021 ] - Fixed culled tiles not iterating texture variables. - Added in tests for randomized world generation (no noise/seed-based generation yet). - Added a new texture: Coal Ore. - Split chunk data into 10 by 10 sub-chunks instead of 10 by 100 chunks to be more feasible for sending sub-chunks for multiplayer. - Added a more natural look to certain tiles by setting them to a random rotation. __________________________ [ February 15, 2021 ] - Added basic rendering engine. - Create chunk-rendering system. Chunks are rendered as vertical columns of ten "sub-chunks". Each sub-chunk consists of a 10 by 10 square of tiles. - Optimizations. Chunks, sub-chunks, and even individual tiles are all culled when they pass off of the edge of the screen or when their parent is culled (tiles in a sub-chunk won't render if their chunk is culled). __________________________