The Update v1.1.0 introduces an instruction that pauses program execution and wait for user's key character input. The update also introduces commenting.
I modified the "Power of" Script so that it allows the user to insert 2 numbers between 0-9, then calculates based on the user input.
; Input Number between 0-9hlt_insub r0 48 r1jmp_gr r1 9 0 ; Input power number between 0-9hlt_insub r0 48 r2jmp_gr r2 9 12 ; Calculates power between the two inputsmov 1 r4jmp_ge r3 r2 44 mul r4 r1 r4 add r3 1 r3jmp 28 mov r4 rout ; outputs the resulthlt
This script uses the `mul` instruction to do 2^4 and at the end will output the result as 16.
The first 2 lines tells what number power of what, you can change the values to whatever value you want, though it requires some changes to the first two lines if you want to put in a number greater than 127.
mov 2 r0mov 4 r1mov 1 r3jmp_ge r2 r1 28 mul r3 r0 r3 add r2 1 r2jmp 12mov r3 routhlt
This script multiplies 2 with 2 and at the end will output the result. (tbh this is just to show off as you can multiply using the 'mul' instruction)
The first 2 lines controls what gets multiplied with what, you can change the values to whatever value you want, though it requires some changes to the first two lines if you want to put in a number greater than 127.
mov 2 r0mov 2 r1jmp_eq r2 r1 24 add r3 r0 r3 add r2 1 r2jmp 8mov r3 routhlt
This is a script you can load into AsembSim. Right now, this divides 127 by 2 and at the end will output the result and remainder.
The first 2 lines controls what get divided by what, you can change the values to whatever you want, though requires slight change to the first two lines if you want to put in a number greater than 127. Dividing by zero will just make it get stuck in an infinite loop.
mov 127 r0mov 2 r1jmp_ls r0 r1 24 sub r0 r1 r0 add r2 1 r2jmp 8mov r0 routmov r2 routhlt
thanks, but I feel like I have to first add more content before giving it a proper name based on what I add into the game. Combat is mostly unimplemented, there's not much exploration and the survival element is lacking. So, I'll decide later when I almost finish those or when I have a full plan/picture of what my game will be. Thanks for the names anyway! :)
In the game's folder, you'll see a subfolder called "Game Files", which contains some of the game's files [duhh].
Within the game's folder, navigate to "Game Files -> Recipes -> Inventory Recipes".
Inventory recipes are crafting recipes for the 2x2 crafting grid within the player's inventory. To add or edit any of these recipes requires you to understand how they work. The images below shows an example with comments explaining what each part of a recipe .json does in both shaped and shapeless versions.
When you already have played the game before in an older version and updated to a newer version with new blocks that use new textures, the new blocks would look invisible, and may or may not have collision depending on the block type.
This will no longer be an issue if I completely rework my texture loading system. Though right now, the main focus is gameplay.
When you first launch the game, a folder is created at "%appdata%/Roaming" called ".world_game" with a Resource folder containing all the game textures. You can replace the textures with your own to change the look of the game. The game will load the textures in only when it launches or when you press the "Load Textures" button in the main or pause menu.
Feels satisfying to burn 100s of civilians in one breath.
The dragon's controls need fixing.
You could make the dragon's breath like a flamethrower, meaning you hold it down to constantly breathe fire. To make it less over powered, make the dragon have a fire gauge that drains slowly when breathing fire. It will regenerate back over time.