Battery (made/released on 2001) bellow hear it!
hi y'all on tumblr i made this song 8 years ago back to 2001 is my second song ever made my first song is watavar something like that name
hi y'all on tumblr i made this song 8 years ago back to 2001 is my second song ever made my first song is watavar something like that name
Here's my attempt at a speedrun in my own game, Meg4kman. I make several mistakes, but I think the overall time is pretty good. Play the game here: http://www.mojang.com/notch/j4k/meg4kman
watch this embed bellow of my playlist of videos on archive.org a website made on 1995! (minecraft videos)
I added multiplayer to minecraft in the version "multiplayertest-version-edition-1" and is a private version
I’ve been thinking about damage, healing and food for a while, and I just just had a really nice discussion with Delamore about it. Here’s some thoughts:
In all modes except creative, the player will take damage from a few sources. Mainly high falls, lava, combat and drowning.Health will not regenerate over time, but if you eat food, it will go back up.
You make food by farming and possibly hunting. You’ll be able to carry food with you.
Oh, and does anyone have ideas for cool terrain or tile types?
.. aand I fixed the bug where some players have trouble selecting tiles. Silly bugs.
In other news, at the lowest setting, I get 50 fps on my Eee now.
http://www.mojang.com/notch/minecraft/
What’s new?
+ Water
+ Lava
+ New level generator
+ Added a hotkey (N) to create a new level without starting over
+ You can now press F to toggle rendering distance
[edit:]
It’s 0.0.12a_01 now, resetting mobs on level restart.
There’s no way of killing the mobs now. :-\
To clarify, I had this silly idea of having bunnies jump around randomly in survival mode.
Attacking them would make them pop into lovely giblets and streams of blood.
But perhaps that’s just silly..
I don’t think I’ll be adding water pressure after all. There’s so much interesting stuff you can build when there’s no pressure.
However, I am going to have to solve the infinite water issue. Right now, water flows in from the sides of the map, filling everything on the same level and lower.
If I use the same system all over the place, a tiny 1x1x1 lake at a high level has the potential to flood the entire map. That’s not good.
The best solution would probably be something like checking if each water tile is connected to a water source whenever it flows, and remove the original tile when it flows if it isn’t, but that is horribly inefficient, not to mention that a single 1x1x1 block of water in a big pool would just kind of wobble around randomly.
I’m kinda playing around with the idea of using the falling height of water. If it falls more than, say, three tiles and hit another water source, it wouldn’t spread across the surface of that water, but would instead turn into a waterfall block. If the top of a waterfall block is ever not water or waterfall, it’d be removed.