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877279 Posts in 32855 Topics- by 24294 Members - Latest Member: RopeDrink

May 19, 2013, 04:06:11 AM
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1  Community / Announcements / Re: CASCATA: a game for 2 players on: May 08, 2013, 03:32:43 AM
Unfortunately there was nobody around when i found this so i had to play it myself.

It's a nice concept and i had fun even though i played it by myself haha. Good job!
2  Developer / DevLogs / Re: Novus (working title) on: May 05, 2013, 12:34:21 PM
Ship Generation

As promised, a post on ship generation!

I am using a tried and tested method for my ship generation, with some modifications to get the exact results I require.

Each specific ship part has its own key texture from which its graphics are generated.
As an example, here is the key texture for a ship's hull (enlarged 4x), which i'll be using for the purpose of this post.



The colours in this image represent percentage chances of a white pixel being placed at that position.
On the key texture, white ensures that pixel is always filled; green, blue and red stand for 75%, 50% and 25% respectively.

Step one
Using the values mentioned above, we cycle through the image and fill pixels based on the colour provided by the key image and its associated percentages.

Step two
We then cycle through the image, removing all single white pixels and filling in background pixels that have several white neighbours.

At the end of this stage, we have an image that looks something like this:



Step three
If a pixel is next to a white pixel orthogonally, then it is set to black. This creates an outline around the white shape we generated in the previous step. We only do this for half of the image, for reasons which will become apparent later.

Our ship part now looks like this:



Step four
Each white pixel that is next to two or more black pixels is darkened, this provides us with a crude form of anti-aliasing which makes the ship part look smoother.



Step five
For the final step we make the image symmetrical along its centre, this is the reason we only outlined half of the image earlier. If we had outlined the entire image, any outlines that occurred more than halfway across the image would have been lost at this point.

This gives us our final image, which in this case is a hull!




As it currently stands, this allows for a total of 3.4024343*10^38 different graphical combinations!


Thought i'd give you guys a little insight into Novus' ship part generation, and hopefully someone will find this useful if they are trying to create some random graphics.

Thanks for reading!
Nugsy.
3  Community / Announcements / Re: Novus (working title) - 2D Roguelike Spaceship Adventure. on: May 05, 2013, 11:12:41 AM
It's too early in development for me to say for sure yet unfortunately. As soon as i've considered pricing i'll be sure to update this post.

Thanks for the reply! Grin
4  Developer / DevLogs / Novus (working title) on: May 05, 2013, 02:21:28 AM
Hey TIGS! Im cross posting this from my announcement thread here, as i'd like to keep everyone here updated on the development.

I'll also be posting regular updates on my site www.nugware.com!

Yesterday i began work on spaceship graphic generation, so expect a post on that soon!

Thanks for reading!
- Nugsy
5  Community / Announcements / Novus (working title) - 2D Roguelike Spaceship Adventure. on: May 03, 2013, 08:12:04 AM
Hello TIGS! Long time no see!

Over the past month or so I have been working full time on my first commercial release, Novus. The game is currently pre-alpha (in all regards) and i am working my hardest to get it to a point where i can release some form of demo.

Information about the game, direct from my website:

Quote
Novus (working title) is a top down space shooter that takes heavy inspiration from roguelikes, and a small amount from the classic 6DOF shooter Descent. Almost everything you will encounter in the game is randomly generated.

Sandbox
The game is completely open and you are free to go anywhere you like at any time. Be careful not to stray too far from home, or you may encounter something you can't handle!

Home Planet
After character creation, you start on your home planet. This planet can be customised with items you find during your journey throughout the universe, it is also the place where you can change your ship's loadout as well as crafting weapons, armour and modifications.

Environments
There are many different types of celestial bodies that you can visit; Small moons, huge planets and space stations among others. All are randomly generated, ensuring that you will never play the exact same game twice.

Loot
Everyones favourite stuff! All weapons, armour and ship parts in the game are randomly generated and can be further modified by the player via the crafting system.

Enemies
As with everything else, enemies are randomly generated and will gradually get harder as the game progresses. Upon destruction, each enemy drops experience can be gathered and used to upgrade your stats. In addition to this there is a chance that the enemy will drop one if the items it had equipped, which can then be salvaged back at your home planet.

I regularly post updates about the game on my blog, so if you'd like to follow the development feel free to check out my site by clicking on the logo below!


Also, here is a screenshot of the game, but please bear in mind that all graphics are a work-in-progress!




Thanks for reading!
- Nugsy.

6  Developer / DevLogs / Re: Panacea - an alchemy/farming/defense roguelike on: November 12, 2011, 06:21:32 PM
First time i've been on TIGS in a while and i find this!

Looks really nice. Can't wait to play it!
7  Player / General / Re: Beard's Word Game on: October 07, 2011, 05:24:04 AM
Black
8  Player / General / Re: Kids or immortality? (and space colonization) on: October 07, 2011, 05:22:55 AM
Someone's been watching too much Highlander!
9  Developer / Art / Re: pixel paintings on: September 30, 2011, 05:11:41 AM
Also, I think this artist has played minecraft Tongue

 WTF WTF WTF
10  Player / General / Funny things that you have seen in your lifetime. on: September 29, 2011, 12:24:15 PM
Share your stories of amusing/strange things here!

When i was at school i used to go out for dinner. On the way up to the local shops there was a farm next to the road that had about 30 or so piglets running around. Further down the road there was a sign that said "Fresh pork, ready soon!".

I still find this funny even now haha.
11  Player / General / Re: Something you JUST did thread on: September 16, 2011, 06:36:17 AM
Just reinstalled Windows XP Pro, because trying to use a Bluetooth headset completely fucked up my services, and made svchost.exe use 90% of my CPU constantly.

Couldn't fix it by repairing my install so i just went the whole hog and reinstalled.

On the plus side the computer is nice and fast now, and i have installed Asian character packs which i forgot when i originally installed.
12  Developer / Technical / Re: [SFML] PostFX - y u no work, but why!? on: September 12, 2011, 01:30:17 PM
Hmm, i know there are issues with 1.6 when you don't link to the static libraries, but you've already done that.

I'll see what i can find on the subject! Smiley
13  Developer / Technical / Re: [SFML] PostFX - y u no work, but why!? on: September 12, 2011, 01:20:47 PM
Which version of SFML are you using?
14  Developer / Art / Re: show us some of your pixel work on: September 08, 2011, 07:02:08 AM
I see a vagina.

I'd hate to see the vaginas that you've been looking at.
15  Player / General / Re: Omegle on: September 07, 2011, 03:36:31 PM
Quote
You: when i hear them
You: i want to punch a child in its ballbag
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