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801
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Developer / Tutorials / Re: Request a Tutorial
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on: December 17, 2008, 11:50:12 AM
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If you don't need it in AS2 I could write up a tutoreal... Highly descriptive, and in Java (simply because it's probably the most generic, for porting to other languages. I'd still have a descriptive tutoreal explaining it all, the language shouldn't be that important.
- Natso
Yum yum, yes please! Please illustrate it as much as possible if you do so. 
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802
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Developer / Tutorials / Re: Request a Tutorial
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on: December 17, 2008, 03:00:51 AM
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Request: a random dungeon generator totoreal in Actionscript 2.0.
That's a bit specific  Wouldn't language ambiguous be more practical?
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803
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Community / Commonplace Book / Re: Never Opened [Finished]
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on: December 16, 2008, 06:02:02 AM
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Ah, only just got to play this game, and unfortunately it doesn't get on with my dual-monitor setup at work. It appears on the second screen, in a quarter of the screen, and is very very dark! ;_;
I'll try again on my laptop at home, don't worry.
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804
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Developer / Technical / Re: Dungeon generation?
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on: December 15, 2008, 01:01:21 PM
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If you map out the pattern of satisfying platform movement you can, theoretically, reverse generate a map to fill out those patterns.
On the other hand, I believe Derek Yu's Spelunky game is procedurally generated using pre-made chunks of level (right?), which for a cave environment is very well suited.
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807
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Developer / Technical / Re: Dungeon generation?
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on: December 15, 2008, 06:34:37 AM
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The dungeon generator linked in the first post seems to draw all of its room content from D&D (I confirm this). Is there a documented set of rules for constructing dungeons in this manner in D&D?
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808
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Developer / Technical / Re: Tile-map library
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on: December 15, 2008, 01:33:14 AM
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I found myself using Mappy last night just to test whether a tileset of mine would work seamlessly. It was handy because it allows me to zoom in and out, so I could check the pixels were lining up perfectly. I also like that Mappy has the function to export a BMP file of your entire map. This is often gigantic of course, but very useful. We often use it to print out our levels on several sheets of A3 to plan things out further. Of course, writing your own tile editor is always preferable.  Depends on your game really. I'm an artist more than a coder though, so I tend to avoid re-inventing the wheel whenever possible in order to get work done quickly.
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809
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Developer / Technical / Cross-Platform VNC / remote desktop?
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on: December 14, 2008, 06:22:21 AM
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Does anyone have any experience with cross-platform VNC stuff? I want to be able to control my Mac from my XP Pro Laptop so I can dabble with Unity stuff when I'm out of the room. (I might also like to do this over the internet, although I'm less optimistic about this. ) Does anyone have any experience with this? What software do I need? I tried using Remote Desktop to connect to my mac last night and it said that it couldn't detect a VNC server, despite me enabling 'screen sharing' on the mac. Edit: is this all I need, or do I need something more?
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810
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Developer / Technical / Re: Dungeon generation?
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on: December 14, 2008, 06:03:01 AM
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http://dirkkok.wordpress.com/2007/11/21/generating-random-dungeons-part-1/I found a tutorial that, from first impressions, seems to know what it is talking about. I'm starting to think that the best approach will be to try to do it myself. Solving the problems is probably the most important part of understanding the process in the first place. Also, I'd like to do something with diagonals and other shapes, which complicates things much more than the average roguelike map. Toastie, by brute force are you referring to your method of checking whether or not there was a route from one room to the next? This is one part that confuses me, how you choose paths between each room without overlapping or tangling... but I suppose it's a matter of rules, and waiting for those rules to cease to be invalid.
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811
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Developer / Creative / Re: So what are you working on?
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on: December 14, 2008, 05:17:32 AM
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Really like the square gradient on the ground in this. Be careful with the tone of grey though, that can appear really dark on some people's monitors, especially CRTs.
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814
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Player / General / Re: Blog content dilemma! Personal, gamedev, music, art, etc
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on: December 12, 2008, 04:06:39 PM
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Duplicating entries seems to me like a waste of time. Just make a single blog, use categories for different content, and structure the site like each category is a different blog.
I have a livejournal, and a large network of 'friends' on there whom can read my private entries. I also want to allow people to follow my blog and be able to comment without a livejournal account. I can't really do that with a single blog, right?
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815
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Player / General / Re: Blog content dilemma! Personal, gamedev, music, art, etc
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on: December 12, 2008, 06:31:10 AM
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Yeah, I know that about google, but I'm not too worried about that - I already have that with my journal on my homepage and that hasn't caused me any trouble thus far. Thanks for the tip though.
It sounds as though I don't have too much to worry about, hopefully my blog contents will be as interesting as any other game developer. Hmm hmm!
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817
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Player / General / Re: Blog content dilemma! Personal, gamedev, music, art, etc
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on: December 12, 2008, 02:09:05 AM
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Google has some sort of webpage thing. You could do a quick homepage from there with some short links and descriptions maybe. I already have a homepage, as mentioned - is here: http://www.deadpanda.comI intend to fix it up to somehow encompass games as well, but it's a matter of balancing a content. I know how to make websites, it's just a matter of design and content rather than a technical problem In general I agree, it's important not to spread yourself too thinly but it can be useful to separate your personal stuff from your 'project/output' stuff.
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818
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Developer / Technical / Re: Tile-map library
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on: December 12, 2008, 01:43:41 AM
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I highly recommend Mappy!I've used it for a number of games. We ended up writing a custom exporter which exported the timemaps in a format that we could plug directly into our game, so it was very streamlined when in full production.
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819
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Developer / Technical / Re: Dungeon generation?
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on: December 12, 2008, 01:33:58 AM
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I wonder whether the map making algorithm in the example I linked to is available. I love the wiggly labyrinth corridors between the rooms. This helps a lot, it's good to get an idea as to how these maps are figured out. I guess the best way to learn is to make a 2D array and start poking through it. Does anyone know of any guides or tutorials for random map programming?
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820
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Developer / Technical / Dungeon generation?
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on: December 11, 2008, 04:55:23 PM
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I've been playing around with this online dungeon generator: http://direpress.bin.sh/tools/dungeon.cgiIs there some existing rulesets in order to generate this sort of thing? The maps that are generated often seem quite well laid out, and I was interested in whether these sorts of layour are widely known, or whether people tend to develop their own techniques for building maps procedually. Also, is it something where you start off simple, and work your way up to a more complex generation system?
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