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Render caves by skipping blocks below stanley's Y position to his feet and blocks above his height! Here is a suggestion for optimizing your rendering process. Method 1: Thinks of rendering your 3D world as a 2D Grid. Have an invisible 2D grid of data that store z depth of the highest block! This grid only get modified when you add or remove block. Then you render from bottom up! Method 2: Render Front side, then upper slab till it reach bottom back corner. and use 2 row of data that store depth. (Highest from lowest. Lowest from Highest) You modify those depth while rendering block by Z minus Y. And you use those data to skip everything that is hidden underneath. A more complicated but potentially minimal complexity! Needs a little more work for correct draw order. I'd be curious to see how well this would run!
The fact that it's not just 8-bit art, but 8-bit programming as well, is mind-boggling to me. I'm really curious to see how different layers are handled.
@@AlsoFin actually 🤓☝️, the comma there is perfectly appropriate. It’s an appositive comma. The clause “but 8-bit programming as well” is not essential to define any part of the encompassing sentence “The fact that it’s not just 8-bit art is mind-boggling to me”, so you can and, by all means, should use both commas there.
Listening with headphones I can't fully concentrate with the music in one side (I like the music, its a vibe) and voice over in both. But besides that, this is fascinating honestly
You could probably speed up rendering significantly if you just searched for all visible blocks and rendered only them, as a matter of fact, since you have as much RAM as you do, you could probably store a list of all visible blocks and update it as the world is interacted with, that way you'd probably be able to smooth scroll again. Since you'd not spend so much time rendering.
Yeah, seemed a bit weird to me that rendering unseen blocks was even considered, let alone done. I mean, people bricked their PCs trying to "export" a small minecraft world because the tool they used did not have culling enabled and 3 billion objects is a bit much.
The only issue is processing power and memory. It's faster to check 4096 values once than run an algorithm that requires some amount of extra memory and still may require checking thousands of blocks continously.
@@InkboxSoftwareI think they are referring to rendering. From your explanation it sounds like you are rendering all blocks, regardless of if they are visible. This is a waste
Currently the blocks that aren't visible aren't being rendered. I do copy each block to a buffer, which may later be overwritten by later blocks. It's true, that is a bit of a waste, but how do I know which blocks are visible or not without checking a significant number of other blocks for each and every block? In the current method, I examine each block once, then I can copy the buffer to VRAM to be processed visually. So blocks that aren't seen aren't rendered by the VERA (the video card).
I saw a video by a guy who made minecraft for calculator, he did isometric projection, but instead of using bitmap approach, he came up with a way to do tiling for isometric projection too, basically when you look at a block in isometric projection, you can split it into 3 sides, then if you split each of the sides into 2 tiles, you get 6 tiles per one block, yes the tiles have to be triangular and you have to make 6 per one block in the game, but it would definitely let you increase the texture size of your blocks, here's the link to the video of that guy if you wanna see how he made it ua-cam.com/video/Bj9CiMO66xk/v-deo.html&ab_channel=TheScienceElf It came out yesteday so you might've already seen it idk
Like someone else said, I think you should assign a button to rotate the view by 90° so you can see the blocks behind other blocks. If you find it useful, you can add an arrow that shows how the view is rotated, an arrow that points NE, NW, SW, SE based on the way the camera is currently oriented.
Dude, yes! This is going to be fantastic! I love the aesthetic of the 2.5D look as well. I'm eager to see this thing finished. I appreciate how you showed the direction you were taking and how you had to pivot due to unforeseen problems - something that I think is often omitted from most dev logs, which typically only showcase the end result. I also value the detail you provided while visually presenting it. Overall, great video, and I'm excited for part two!
The fact that this uses the X-16 is awesome to see honestly. I remember back when the X-16 project was barely anything more than a concept in the 8-bit Guy's brain, but now I get to see it pop up on other channels! Awesome video, my guy!
I think a major issue here will be being able to see things obscured by the blocks in front of it. Maybe add the ability to rotate the camera 90°, which should be feasible with your method of chunk storage.
yeah, it won’t fix all perspective issues, but the ability to rotate between 4 different viewing angles is pretty common for isometric games, like Rollercoaster Tycoon, and really helps disambiguate when there’s a question.
An additional idea that could further help in such situations is an “cross-section” toggle that when activated only renders blocks at stanley’s current head height or lower. still wouldn’t be *easy* to navigate below ground, but would make it more possible.
@@JG-vh6oy True, though it can be hard to navigate on the plane if you don’t know what blocks are in the head-height layer…so how about this: one 8-bit word for the overall view perspective, first 2 bits stores the orientation 0-3, next bit stores boolean 0 if cross-section toggle off, 1 if on. Next bit stores a boolean for 2 ways of implementing cross-section: 0 for “survival/adventure mode” cross section, where the draw height options are relative to current player foot height, with a min of seeing the block layer beneath your feet on top and a max of the block above head height on top, then 1 for “creative/spectator mode” cross section, where they’re instead fixed with respect to bedrock. In either case the last 4-digit nibble (which can be extracted with modulo 16 division) would hold the numeric offset 0-15 from that reference level for the cross-section to stop rendering at.
@@IONATVS maybe swapping out blocks obscuring the player with something like a wireframe block? I'm having a hard time picturing it in my head, but I'm thinking similarly to how games like Diablo make foreground objects semi-transparent.
That is so cool! This is giving me a HUGE reminder of Paper Minecraft back when I was on Scratch. I will 100% be following this project, because this is the coolest CX16 project I'm seeing so far.
@@sal_277 Electronic engineering is a discipline of electrical engineering so it's safe to assume electrical. I liked my electronics classes the most along with my semiconductor classes.
If I had one suggestion, it would be changing the palettes of the blocks based on time of day? Really not sure how much that would take, but it would add a lot to this charming little thing!
It'll take a bit of math, but I think it should be possible, all I'd have to do is have a day palette, and then a night palette, and switch them when it's time. Good idea.
If you made one of the bits in the id correspond to whether a block is full/opaque, you could quickly determine during in rendering whether a block is fully surrounded by opaque blocks, in which case you don't need to draw it
This is great!! One suggestion just about this video specifically - I'm wearing headphones, and the hard-left pan of the music made it difficult for me to concentrate on what you were saying, because the music sounded like it was just a little guy playing music in one ear while you were talking to me. So, in future videos, maybe consider having the music in stereo / both ears (even if panned some), instead of just all the way to the left.
"The iconic pixel art" wasn't even how the video was displayed. CRT televisions display the image very differently in a way that softens it into a coherant image. In that way, the pixel art was more a means to manifest artistic choices within the hardware limitations. Things like dithering and checkerboard patterns to emulate transparency with a limited color pallette or using a single red pixel to make Dracula's entire eye glow in Symphony of the Night were strokes of artistic genius that far too many people don't even seem to understand.
Great point. Back then there was no such thing as "pixel art". Your character could only be made of a certain number of 8x8 pixel sprites, so that's just how big the character was, and there was only one kind of screen, a CRT, so artists had to do their work within those constraints, and it's amazing the great work that so many managed to produce.
Really creative and interesting video! Can't wait to see more! Only thing I'd recommend is lowering your music sound, or boosting your voice volume, the music overpowered you a little during some parts of the video.
amazing video but the music in the background was heavily headache inducing. I wanted to hear what you were saying so I had volume up, but it's so much louder than your voice.
If you’re using earbuds, use only the left one and you won’t hear any music at all. The first time I watched this I didn’t even know there was music until I read this and put the other earbud in lol
Bro just casually shared some eldritch arcane knowledge with us and expected us to be on the same level. On a serious note, that's some impressive work mate, well done!
The best type of youtube video is one that can interest someone that knows nothing about the subject and explain it to them through good writing and editing, while also being entertaining. This video is excellent you have earned my sub
Between you and Coding Secrets I can't help but wonder what a game on modern hardware would look like if this level of skill and time and finesse was applied to all the little intricacies of the hardware. Awesome project, keen for more
I plan on developing this 8-Bit game into an official release soon, but I'm not quite sure about a proper title. The best I've come up with are "8-Bit Miner" or "Isomine". I would love to hear any suggestions in below.
Great video 👍 over all. The only thing that I complain about is the background music. I can only hear it on my left ear(I use headphones) everything else is completely fine. It is just really annoying to listen.
I am truly amazed. This was one of the most memorable UA-cam videos I have ever seen. The amount of detail you were able to pour into a 13-minute video about such a complex topic is incredible. Just subscribed, so excited to see more!!!
This is awesome! As someone who's done stuff with assembly on limited systems myself, I think this is really neat and I can't wait to continue watching the series in the future.
Looking good! I think that instead of rendering a bit of every chunk around the player (13:12), rendering just the "current chunk" that you're in, and have a transition for travelling between said chunks would be a good choice! Saves a bit of processing power, too, hopefully. Looking forward to more progress 😸
Wow! I wanna see the block interactions. Building and breaking. It'd also be cool if you use old-school game design principles to implement modern game mechanics and vice versa.
I think breaking and placing blocks and changing elevation are the most essential additions. (If jumping is hard, you could just automatically set the player to block height, like an auto-step-up). Food and inventory would really get it feeling like minecraft, but even something like mobs could be cut out, as i imagine that gets complex fast. Great stuff! Keep up the great work!
Like all the others, a great video! I had a good chuckle with the one line though. "One of the best things about being a programmer is being able to make your own tools to do the things you need to do". Also one of the worst things about being a programmer is having to make all the tools before you can ever get around to the thing you need to do. The duality of being a programmer 🤣
I've been following progress on the x16 since it was announced and clicked on this video without realizing that it was going to be made for the platform. I was very pleasantly surprised, looking forward to what you do with this project!
This is just fucking insane. Your work behind this is just unimaginable. Loved the final version so much that I hope you'll continue this project. It really makes me want to play it!
This is honestly great. I can't wait to see the final product. Since you're using a super-beefed up 8bit SOC, and doing everything from scratch, the likelihood for this to eventually make it into a console rom is low I assume?
Big props to you man! I thought at first it was going to be like everyone else who says "8 bit" and it's just in a 8 bit style but you legit did it 8 bit. I can't wait to see what you do in the future I'll bet it's going to be amazing!
Here's an Idea, since minecraft Speedrun's were always popular, make it so you can finish the game in a particular way, and when you do, your time will be shown onscreen on how much you spent playing the game appose to winning the game. I think this way you can only program the essentials and also not lose anything od importance along the way.
This is absolutely FASCINATING. I would love this as a home brew SNES game - I’m looking at this with the same kind of starry-eyed wonder as the Portal 64 de-make. Such a wild time for retro games.
First idea is an arcade game. Time limit, accumulate score, find the portal to progress or game over with your point total. Would need a threat or two you could deal with, meaning you manage your descent, the threats, the time, amd location of getting to the next level. Adding richness to any of those like a crafting system, unique mobs with effects like silverfish and timewaved mobs like creepers sounds overly complex, but also the kind of stuff that keeps it in tune with Mimecraft's goals but with a different gameplay premise.
I think it'd be an interesting challenge to try and figure out how to let the player break/place blocks behind other blocks despite not being able to see where they are placing/breaking.
Huge respect to you and all the developers that coded these games back in the day. I feel so lucky being a programmer in this day and age when you don't have to worry about memory or processing power, you just do whatever you like.
This is amazing! If it could be possible, try making something where loading a new chunk could have some sort of transition? Such as even 1 frame of being in between the new chunks and the new ones.
Distinguishing between things that can be mined can be quite hard at this scale. Maybe some GUI that shows exact thing Steve is looking at could be helpful? Something as WAILA from Minecraft. Also - when the screen is static (I am writing it with 13:41 paused) it's quite messy and hard to tell what is exactly on screen. Maybe some visual indication of the exact shape, or block Steve is on would be of some use? Maybe outline of the blocks... well... still looks great, especially on 8-bit machine :)
Watched this while smoked and eating a burger. I had no idea what was being said, but it also made sense. It felt like you had locked me in a library meeting room and started giving an elaborate power point presentation without breathing. The ad was you sliding across a business card before you get right back into it. 10/10 loved it. Thank you
Might be helpful to hide the bottom most chunks in order to make it more easily visible when you're under ground. Otherwise, you're going to get lost. But you'll still need a way to see what you're doing, because I'm sure you're bound to get behind blocks in the chunk you're in which would make it hard to see the player and what you're actually doing. Hiding chunks until you walk into a different chunk might give you more VRAM to work with as a bonus
Super cool! And that mark about programmers creating their own tools, so true too! My favorite and most well received tool is a unix script. It takes in a program runs it, keeps a log of all of its output and send you an email when its done with the run time :)
Funny how 64 bit processors don't process 64 bit long strings and how in the beginning (this claim is based on what I saw at the beginning of the video, so I might just be blatantly wrong) it shows that they just process 8 individual 8 bit strings all at once.
you're an actual wizard you're taking what was previously possible, making it impossible, then doing it anyway i can already see part two on the side bar but i never doubted you to begin with
watched this the day it was uploaded and i have been back every day since. waiting. hunting for another video on this topic. i had never seen this channel since before then, but im subbed now and waiting for the next 8bitMC video!
If i could slap my own idea into this, bow and arrow, hitscan would likely be best. Though rendering the arrow and mobs and a day/night cycle would be intensive. But by far the thing I most want to see is a cave world with darker tiles and stronger mobs, and a nether world with a much more hellish theme than minecraft pulls off.
This showed up on my UA-cam feed today. Needless to say, I’m impressed already. How are you going to handle occluded blocks? I know that’s a common issue with the isometric perspective
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first
how was this comment made 6 days ago but the video 4 hours ago
Render caves by skipping blocks below stanley's Y position to his feet and blocks above his height!
Here is a suggestion for optimizing your rendering process.
Method 1:
Thinks of rendering your 3D world as a 2D Grid.
Have an invisible 2D grid of data that store z depth of the highest block!
This grid only get modified when you add or remove block.
Then you render from bottom up!
Method 2:
Render Front side, then upper slab till it reach bottom back corner. and use 2 row of data that store depth. (Highest from lowest. Lowest from Highest)
You modify those depth while rendering block by Z minus Y.
And you use those data to skip everything that is hidden underneath.
A more complicated but potentially minimal complexity!
Needs a little more work for correct draw order.
I'd be curious to see how well this would run!
@@EpiklyGuy The video was uploaded as an unlisted video 6 days before, and he made it public 4 hours ago
@@EpiklyGuy the video was uploaded six days ago but made public 6 hours ago likely to see what Brilliant thought about the sponsor segment
I was really scared this was just gonna be in the 8-bit art style and not actually 8-bit. I'm very impressed
Yea - this project is actually incredible. I cannot wait to see what comes next
Only the real thing here
@@mattgio1172yea, me neither
Yeah I've seen a lot of YT videos like that lately. Really cool to see an actual 8 bit demake
Yeah I hate when people call simple pixel art "8 bit", not realising the actual limitations of 8 bit systems.
I would love to see this revisited in 16bits to really demonstrate just how big a leap that was back in the day
Oh that'd be really cool
there is a 16 bit isometric minecraft running on the ti84 calculator that isn't full minecraft but has several blocks and shadows
Agreed, i feel like itd be a lot easier and prettier
The fact that it's not just 8-bit art, but 8-bit programming as well, is mind-boggling to me. I'm really curious to see how different layers are handled.
There shouldn't be a comma in between 'as well' and 'mind boggling'. (Yes ik this is the definition of ☝️🤓)
@@AlsoFin actually 🤓☝️, the comma there is perfectly appropriate. It’s an appositive comma.
The clause “but 8-bit programming as well” is not essential to define any part of the encompassing sentence “The fact that it’s not just 8-bit art is mind-boggling to me”, so you can and, by all means, should use both commas there.
@@luckas221a oh yeah i see that now, ur right
....8bit isn't an "art style"
@@dissraps yeah thats literally what he said in the video
Listening with headphones I can't fully concentrate with the music in one side (I like the music, its a vibe) and voice over in both.
But besides that, this is fascinating honestly
I only had one headphone in and didn't even realize there was music
Yeah, super hard to watch, even though the content is great
yeah, same
i agree
It's fucking me up even on my phone, it has stereo speakers but I keep thinking my headphones are playing something elsewhere in the room
my right ear feels lonely
DUDE I KNEW I WASN’T ALONE (the music is only playing in the left headphone 😭)
fr i thought i was tripping
my right earbud is broken lmao
OMG SAME
Yes it needs some therapy after this video
You could probably speed up rendering significantly if you just searched for all visible blocks and rendered only them, as a matter of fact, since you have as much RAM as you do, you could probably store a list of all visible blocks and update it as the world is interacted with, that way you'd probably be able to smooth scroll again. Since you'd not spend so much time rendering.
Cool
Yeah, seemed a bit weird to me that rendering unseen blocks was even considered, let alone done. I mean, people bricked their PCs trying to "export" a small minecraft world because the tool they used did not have culling enabled and 3 billion objects is a bit much.
The only issue is processing power and memory. It's faster to check 4096 values once than run an algorithm that requires some amount of extra memory and still may require checking thousands of blocks continously.
@@InkboxSoftwareI think they are referring to rendering. From your explanation it sounds like you are rendering all blocks, regardless of if they are visible. This is a waste
Currently the blocks that aren't visible aren't being rendered. I do copy each block to a buffer, which may later be overwritten by later blocks. It's true, that is a bit of a waste, but how do I know which blocks are visible or not without checking a significant number of other blocks for each and every block? In the current method, I examine each block once, then I can copy the buffer to VRAM to be processed visually. So blocks that aren't seen aren't rendered by the VERA (the video card).
I saw a video by a guy who made minecraft for calculator, he did isometric projection, but instead of using bitmap approach, he came up with a way to do tiling for isometric projection too, basically when you look at a block in isometric projection, you can split it into 3 sides, then if you split each of the sides into 2 tiles, you get 6 tiles per one block, yes the tiles have to be triangular and you have to make 6 per one block in the game, but it would definitely let you increase the texture size of your blocks, here's the link to the video of that guy if you wanna see how he made it
ua-cam.com/video/Bj9CiMO66xk/v-deo.html&ab_channel=TheScienceElf
It came out yesteday so you might've already seen it idk
This is exactly what I thought! I think calculators are more powerful though
@@ericpalmer343yes, modern graphing calculators are more powerful than a lot of older game systems. Pretty cool!
@@ericpalmer343 Well the ti-84 runs on a CPU from the 80s and came out 20 years ago, so maybe it's not *that* far away in capabilities
yeah i saw that today lol
Was gunna say, this is a lit like that
I love that the X16 is actually finding good use in the niche it's been designed for. Beautiful to see such projects succeed.
Now make 16 bit Minecraft
Like someone else said, I think you should assign a button to rotate the view by 90° so you can see the blocks behind other blocks. If you find it useful, you can add an arrow that shows how the view is rotated, an arrow that points NE, NW, SW, SE based on the way the camera is currently oriented.
Man, you're one of the most underrated UA-camrs on this platform. I love your content, and your programming skills are amazing... I wish you the best.
Thanks man, more to come
Oh yes… This guy is the most unique and intriguing content producer… Waiting for more!
Dude, yes! This is going to be fantastic! I love the aesthetic of the 2.5D look as well. I'm eager to see this thing finished. I appreciate how you showed the direction you were taking and how you had to pivot due to unforeseen problems - something that I think is often omitted from most dev logs, which typically only showcase the end result. I also value the detail you provided while visually presenting it. Overall, great video, and I'm excited for part two!
this is why i love this channel, its not unity "8-bit style", its actual 8-bit
keep up the amazing work!!!
The fact that this uses the X-16 is awesome to see honestly. I remember back when the X-16 project was barely anything more than a concept in the 8-bit Guy's brain, but now I get to see it pop up on other channels!
Awesome video, my guy!
yeah, it’s so cool that it’s gotten this popular
AAAAAAA MUSIC WHY IS IT ONLY IN MY LEFT EAR
ITS TERRIBLE!!! BUT I WANNA SEE THE VIDEO
This is funny because I'm watching this video with only my left earbud in
*LAUGHS IN STEREO/MONO SWITCH*
@@Vexnatos IM NOT THE ONLY ONE, YEAA
Pain
I think a major issue here will be being able to see things obscured by the blocks in front of it. Maybe add the ability to rotate the camera 90°, which should be feasible with your method of chunk storage.
yeah, it won’t fix all perspective issues, but the ability to rotate between 4 different viewing angles is pretty common for isometric games, like Rollercoaster Tycoon, and really helps disambiguate when there’s a question.
An additional idea that could further help in such situations is an “cross-section” toggle that when activated only renders blocks at stanley’s current head height or lower. still wouldn’t be *easy* to navigate below ground, but would make it more possible.
@@IONATVS Maybe instead it just stops rendering at head or foot height in that mode. Otherwise it’d be easy to fall into lava or down a pit
@@JG-vh6oy True, though it can be hard to navigate on the plane if you don’t know what blocks are in the head-height layer…so how about this: one 8-bit word for the overall view perspective, first 2 bits stores the orientation 0-3, next bit stores boolean 0 if cross-section toggle off, 1 if on. Next bit stores a boolean for 2 ways of implementing cross-section: 0 for “survival/adventure mode” cross section, where the draw height options are relative to current player foot height, with a min of seeing the block layer beneath your feet on top and a max of the block above head height on top, then 1 for “creative/spectator mode” cross section, where they’re instead fixed with respect to bedrock. In either case the last 4-digit nibble (which can be extracted with modulo 16 division) would hold the numeric offset 0-15 from that reference level for the cross-section to stop rendering at.
@@IONATVS maybe swapping out blocks obscuring the player with something like a wireframe block? I'm having a hard time picturing it in my head, but I'm thinking similarly to how games like Diablo make foreground objects semi-transparent.
Insane, the resulting style is honestly really appealing too, the tiny sprite size is adorable.
That is so cool! This is giving me a HUGE reminder of Paper Minecraft back when I was on Scratch. I will 100% be following this project, because this is the coolest CX16 project I'm seeing so far.
Can't wait for SNES, Genesis, N64, PS1, PS2, Gamecube, Wii Minecraft next
But that is isometric and paper minecraft is viewed like a platformer game
@@LavaCreeperPeople Actually Minecraft on the Wii already exists, it's a homebrew project
nice@@DinoNuggies4665
@@LavaCreeperPeople there already is a PS1 mincecraft, and its full 3d
As an EE student, I'm blown away! Incredible job so far, I hope you can complete the project. Subscribed!
EE?
@@OneTwoMark Electrical engineering. I've taken a couple classes related to the topics in this video.
@@davidb2Every time someone writes EE I can't tell whether they mean electrical or electronic engineering
@@sal_277 Electronic engineering is a discipline of electrical engineering so it's safe to assume electrical. I liked my electronics classes the most along with my semiconductor classes.
"It's only a waste if I give up" Man, that hit hard.
If I had one suggestion, it would be changing the palettes of the blocks based on time of day? Really not sure how much that would take, but it would add a lot to this charming little thing!
This!
Not very practical in bitmap mode
Maybe a layer of a canvas fully of gray color with transparency to simulate the night?
@@unusuariodinternetas far as I’m aware, opacity isn’t possible with 8 bit hardware, but a checkerboard pattern mighht work
It'll take a bit of math, but I think it should be possible, all I'd have to do is have a day palette, and then a night palette, and switch them when it's time. Good idea.
This is actually so cool, nowadays we take for granted how powerful our machines are
my left ear really enjoyed the music
I only used my left headphone the whole video until I saw this comment
HATSUNE MIKU!?
Remember when Minecraft had Isometric screenshots?
Wish it would come back
@@AltAccount-ec2ck maybe eventually
This is the greatest project I’ve ever seen
If you made one of the bits in the id correspond to whether a block is full/opaque, you could quickly determine during in rendering whether a block is fully surrounded by opaque blocks, in which case you don't need to draw it
This looks insane! I really like what you were able to do with bitmap mode. Good job!
This is great!!
One suggestion just about this video specifically - I'm wearing headphones, and the hard-left pan of the music made it difficult for me to concentrate on what you were saying, because the music sounded like it was just a little guy playing music in one ear while you were talking to me. So, in future videos, maybe consider having the music in stereo / both ears (even if panned some), instead of just all the way to the left.
"The iconic pixel art" wasn't even how the video was displayed. CRT televisions display the image very differently in a way that softens it into a coherant image. In that way, the pixel art was more a means to manifest artistic choices within the hardware limitations.
Things like dithering and checkerboard patterns to emulate transparency with a limited color pallette or using a single red pixel to make Dracula's entire eye glow in Symphony of the Night were strokes of artistic genius that far too many people don't even seem to understand.
Great point. Back then there was no such thing as "pixel art". Your character could only be made of a certain number of 8x8 pixel sprites, so that's just how big the character was, and there was only one kind of screen, a CRT, so artists had to do their work within those constraints, and it's amazing the great work that so many managed to produce.
Really creative and interesting video! Can't wait to see more! Only thing I'd recommend is lowering your music sound, or boosting your voice volume, the music overpowered you a little during some parts of the video.
amazing video but the music in the background was heavily headache inducing. I wanted to hear what you were saying so I had volume up, but it's so much louder than your voice.
If you’re using earbuds, use only the left one and you won’t hear any music at all. The first time I watched this I didn’t even know there was music until I read this and put the other earbud in lol
@@Calcifer111you mean right
His voice is more annoying than the music
I was so captivated I didn't even notice the music 😔
The music is amazing, you have bad taste
Never been more sad to see this is 5h old! I was so ready to binge a series! Can't wait for the next one
Seriously, devlogs are one of my favourite things to watch on UA-cam, it fills me with great joy to see a project come together
same 😭
Bro just casually shared some eldritch arcane knowledge with us and expected us to be on the same level.
On a serious note, that's some impressive work mate, well done!
"But it's only a waste if I give up."
Damn that's inspirational.
The best type of youtube video is one that can interest someone that knows nothing about the subject and explain it to them through good writing and editing, while also being entertaining. This video is excellent you have earned my sub
Make it possible to change view, maybe 4 diagonal/isometric views or maybe 8 using your first flatish technique for the other 4 POVs.
Between you and Coding Secrets I can't help but wonder what a game on modern hardware would look like if this level of skill and time and finesse was applied to all the little intricacies of the hardware. Awesome project, keen for more
I plan on developing this 8-Bit game into an official release soon, but I'm not quite sure about a proper title. The best I've come up with are "8-Bit Miner" or "Isomine". I would love to hear any suggestions in below.
Good video
minicraft, tinycraft, picocraft - great video, surprised it hasnt popped more, cheers for the crazy amount of work and rework
craftman, craftian...
Octo-Miner?
cubeBit
great video,didn’t understand like 90% of it but it was genuinely interesting
It’s gorgeous, it genuinely looks like the beginnings of something really cool
Great video 👍 over all. The only thing that I complain about is the background music. I can only hear it on my left ear(I use headphones) everything else is completely fine. It is just really annoying to listen.
I am truly amazed. This was one of the most memorable UA-cam videos I have ever seen. The amount of detail you were able to pour into a 13-minute video about such a complex topic is incredible. Just subscribed, so excited to see more!!!
Share your excitement in your social media channels then
Are you 12?
Just watched a video where I don’t understand 90% of what’s going on 💀
Fr
Literally me 💀😂🤌
Then the video is not for you. The video is for people who understand and enjoy computer science
@@thecoolkittensarecool just because you don't understand something doesn't mean you still can't enjoy it 🙄
@@betsey96 He's a hater lol 😂
Holy crap, I'd 100% pick this up!
If this ever becomes playable on something like an Analogue Pocket I'd be rocking this on the bus every week
This is awesome! As someone who's done stuff with assembly on limited systems myself, I think this is really neat and I can't wait to continue watching the series in the future.
Looking good! I think that instead of rendering a bit of every chunk around the player (13:12), rendering just the "current chunk" that you're in, and have a transition for travelling between said chunks would be a good choice! Saves a bit of processing power, too, hopefully. Looking forward to more progress 😸
Wow! I wanna see the block interactions. Building and breaking. It'd also be cool if you use old-school game design principles to implement modern game mechanics and vice versa.
I think breaking and placing blocks and changing elevation are the most essential additions. (If jumping is hard, you could just automatically set the player to block height, like an auto-step-up). Food and inventory would really get it feeling like minecraft, but even something like mobs could be cut out, as i imagine that gets complex fast. Great stuff! Keep up the great work!
Like all the others, a great video! I had a good chuckle with the one line though. "One of the best things about being a programmer is being able to make your own tools to do the things you need to do". Also one of the worst things about being a programmer is having to make all the tools before you can ever get around to the thing you need to do. The duality of being a programmer 🤣
I've been following progress on the x16 since it was announced and clicked on this video without realizing that it was going to be made for the platform. I was very pleasantly surprised, looking forward to what you do with this project!
There better be "MINING" and "CRAFTING" in this game.
And not to be called "BREAK-BUILD"
This is just fucking insane. Your work behind this is just unimaginable.
Loved the final version so much that I hope you'll continue this project. It really makes me want to play it!
Tip: use the Wide Boy, cause it has access to more ram, an extra tile layer, with a custom bios, it can do the super gameboy colours.
I don’t know these nerdy code words but I understand everything.
This is awesome. The isometric view you ended up with looks genuinely great
This is honestly great. I can't wait to see the final product. Since you're using a super-beefed up 8bit SOC, and doing everything from scratch, the likelihood for this to eventually make it into a console rom is low I assume?
Not a SOC, the X16 is just a regular 8-Bit computer. Likelihood it will become an X16 cartridge: high.
Big props to you man! I thought at first it was going to be like everyone else who says "8 bit" and it's just in a 8 bit style but you legit did it 8 bit. I can't wait to see what you do in the future I'll bet it's going to be amazing!
Here's an Idea, since minecraft Speedrun's were always popular, make it so you can finish the game in a particular way, and when you do, your time will be shown onscreen on how much you spent playing the game appose to winning the game.
I think this way you can only program the essentials and also not lose anything od importance along the way.
I've never seen someone create a game engine from scratch. Ridiculous. Good job
I absolutely wanna see this project go further and I would wonder how mining might possibly work.
This is absolutely FASCINATING. I would love this as a home brew SNES game - I’m looking at this with the same kind of starry-eyed wonder as the Portal 64 de-make. Such a wild time for retro games.
Your videos are so unique, from your work on preserving older Kanji to this. Keep doing what you’re doing! Always a treat
i love watching computer science bros use their skills for fun stuff on youtube. i don’t understand any of it but it’s so interesting to watch
First idea is an arcade game. Time limit, accumulate score, find the portal to progress or game over with your point total. Would need a threat or two you could deal with, meaning you manage your descent, the threats, the time, amd location of getting to the next level. Adding richness to any of those like a crafting system, unique mobs with effects like silverfish and timewaved mobs like creepers sounds overly complex, but also the kind of stuff that keeps it in tune with Mimecraft's goals but with a different gameplay premise.
I love the look you managed to achieve. And the isometric view really suits what you have made.
I think it'd be an interesting challenge to try and figure out how to let the player break/place blocks behind other blocks despite not being able to see where they are placing/breaking.
This is insane. The fact something like this is possible blows my mind.
Huge respect to you and all the developers that coded these games back in the day. I feel so lucky being a programmer in this day and age when you don't have to worry about memory or processing power, you just do whatever you like.
This guy could just start making stuff up and we'd never know
This is really impressive, I can't wait to see how this project will turn out! Wish you best of luck working on this!
The amount of effort that you had to put in to make this video is insane to me. I'd love to see you finish this!
This is amazing! If it could be possible, try making something where loading a new chunk could have some sort of transition? Such as even 1 frame of being in between the new chunks and the new ones.
This video was like anti-clickbait
I thought it was just about the art before clicking
Youre the GOAT
my left ear really enjoyed your choice of background music
I think if you could manage some shadows somehow, that would go a long way for helping provide an accurate sense of depth
6:17 why do they all look so pretty
Distinguishing between things that can be mined can be quite hard at this scale. Maybe some GUI that shows exact thing Steve is looking at could be helpful? Something as WAILA from Minecraft. Also - when the screen is static (I am writing it with 13:41 paused) it's quite messy and hard to tell what is exactly on screen. Maybe some visual indication of the exact shape, or block Steve is on would be of some use? Maybe outline of the blocks... well... still looks great, especially on 8-bit machine :)
Watched this while smoked and eating a burger. I had no idea what was being said, but it also made sense. It felt like you had locked me in a library meeting room and started giving an elaborate power point presentation without breathing. The ad was you sliding across a business card before you get right back into it. 10/10 loved it. Thank you
Might be helpful to hide the bottom most chunks in order to make it more easily visible when you're under ground. Otherwise, you're going to get lost. But you'll still need a way to see what you're doing, because I'm sure you're bound to get behind blocks in the chunk you're in which would make it hard to see the player and what you're actually doing.
Hiding chunks until you walk into a different chunk might give you more VRAM to work with as a bonus
This is incredible! I never thought I'd see someone make something like this, yet here you are! Here it is!
Fantastic job my dude 👍
Honestly the isometric view looks great, better than the original plan!
Super cool! And that mark about programmers creating their own tools, so true too!
My favorite and most well received tool is a unix script. It takes in a program runs it, keeps a log of all of its output and send you an email when its done with the run time :)
Funny how 64 bit processors don't process 64 bit long strings and how in the beginning (this claim is based on what I saw at the beginning of the video, so I might just be blatantly wrong) it shows that they just process 8 individual 8 bit strings all at once.
my left ear rlly enjoyed the music thank you !
My right ear likes this video. My left ear does not.
0:14 looks like 68 bit to me.
What?
Oh wait, im slow.
@@doublegold88You know what? I rarely see someone correcting themself on the Internet, so respect to you!
@@doublegold88 seems like I'm slower...
Make music more loud.
Seriously well, fast paced explanations of the concepts and limitations. Very well done!
you're an actual wizard
you're taking what was previously possible, making it impossible, then doing it anyway
i can already see part two on the side bar but i never doubted you to begin with
Really fun video! Only nitpic is the sound editing, the music is coming out only in my left ear in my head phones
Hi! You gotta set the background music to mono, it's only playing on the left channel
Here's a challenge for you: make some of the chunks have caves
watched this the day it was uploaded and i have been back every day since. waiting. hunting for another video on this topic. i had never seen this channel since before then, but im subbed now and waiting for the next 8bitMC video!
If i could slap my own idea into this, bow and arrow, hitscan would likely be best. Though rendering the arrow and mobs and a day/night cycle would be intensive.
But by far the thing I most want to see is a cave world with darker tiles and stronger mobs, and a nether world with a much more hellish theme than minecraft pulls off.
the music starting at 6:24 was really distracting imo, couldnt watch the rest of the video cuz of it
13:05 I'm in the game! 😎
Are you from Stanley Parable?
Congrats bro 👍🏻
This showed up on my UA-cam feed today. Needless to say, I’m impressed already.
How are you going to handle occluded blocks? I know that’s a common issue with the isometric perspective
The music is single channel. Not mono. Just broken.
"It's only a waste if I give up" is both inspirational, and EXACTLY the sunk cost fallacy.
This is extremely cool!