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842
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Developer / Design / Re: Why do you play [insert game name here]?
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on: July 04, 2013, 02:18:01 PM
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Those are mainly games of my childhood , and they entertain me until now ! I got an  for gems Pokemon Mystery Dungeon ; Tower of timeTo be honest , it's the only part of the game I like , probably because it's long (50 floors!) and exhausting , also , it's imprevisible ( Example ; Monster Rooms A.K.A 20 monsters that follows you and Room Generation) and belly meter makes it even more exciting by introducing panic (hunger , each move you do removes some of your life) . Megaman Starforce SeriePlayed all of them , mainly because of the fast-paced battle system that becomes chaotic as hell in boss fight , and Capcom made it even more chaotic by introducing noize and connection to the Meteor Servers , making you a Badass Space Ace or Joker and giving you the opportunity to play some X cards Mario Galaxy & Mario KartI don't even need to explain why  Mario Galaxy was a mindblow for my little brain of 10 years old , and Mario Kart was just plain fun in multiplayer , even if I always loosed Cheers ! Offtopic; Makes me remember , I was playing Wii Sports and swinged the wiimote while playing Tennis , then , the wiimote flew and landed behind the sofa , hurting no one in the process . That's why you should attach your wrist strap , kids !
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844
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Feedback / DevLogs / Re: Daedalus
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on: July 02, 2013, 01:59:34 PM
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It looks amazing , the lights make the game atmospheric in a strange but lovely manner ( Did that even seem right ?  ) Looking forward to this one
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847
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Player / General / Re: Happy Birthday to Yu
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on: July 02, 2013, 06:20:34 AM
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im far too self absorbed to care about somebody elses birthday
We're two then However , I would be delighted to gift you a birthday Sandvitch if you lived near Dustbowl You can always ask Gabe for some pizza ...
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851
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Developer / Technical / Re: Dungeon Generation Algorithms ?
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on: July 01, 2013, 05:18:49 PM
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@Graham
Oh , I see what you meant , AND noooo ... nonononono , I'm using pre-made rooms and sticking them together , that's all !
Damn , Getting the terrain generation in that fashion is just plain hectic , I would understand a generation like minecraft and such , where random primes , but with a metroidvania, it's impossible to get that excellent level design with random generation . removing some exceptions
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852
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Developer / Technical / Re: Dungeon Generation Algorithms ?
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on: July 01, 2013, 05:07:26 PM
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Thanks for the tip , but that's something you learn when you are small
I can't say I'm great , but I can say that I got enough experience to tackle this subject
As for now , I'm only trying Procedural Content . I'll take me way more time to get to "GOOD" Procedural content , as it takes a lot of refining to get to that stage ,
But I'll keep you guys informed about my stage
-A reply has been posted while you were writing-
Sure !
No more need to fight over a subject like this
Anyways , Thanks for input !
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853
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Developer / Technical / Re: Dungeon Generation Algorithms ?
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on: July 01, 2013, 03:07:10 PM
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Well , you'll be seeing a goldmine soon then ! Also , yeah , I'm just messing around with it for now ... but soon I'll put it in my game , and you'll be able to see also , you aren't me and people aren't me , you can't compare me to others without even knowing me ...  Sorry for being harsh , it's just that I don't like people comparing me to others I'll keep you tuned in about this project , don't worry !
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854
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Developer / Technical / Re: Dungeon Generation Algorithms ?
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on: July 01, 2013, 03:04:20 PM
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@Graham
I took that as an insult
And yes , I already made a generator , Even 3 I say , I made a topdown dungeon generator , but I want to take it one step bigger by making a metroidvania dungeon 2d platformer generator , also , I already made one that generates rooms and such , but that doesn't fix overlapping rooms , and now, I'm working on one with the overlapping problem removed ...
seems like this thread is resolved
Also , I never asked on how to make one , I asked about algorithms that other people made , maybe you misurstood it ...
Edit : on the bright side , you'll be seeing a devlog soon !
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855
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Hidden / Unpaid Work / Re: Eva Project
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on: July 01, 2013, 01:40:32 PM
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To all the under aged kids that are fishing comment for an answer keep dreaming.
Oh well , I'm out then  Otherwise , if you want more attention , you should really show some actual gameplay Ye know , 1 image = 1000 words !
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856
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Feedback / DevLogs / Re: Carousel
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on: June 29, 2013, 05:13:03 PM
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in other news, I really hate stairs! -pic,yo!-
I can feel you pain mate  
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857
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Developer / Technical / Re: Dungeon Generation Algorithms ?
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on: June 29, 2013, 01:57:17 PM
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Not what I mean , taking note that each rooms are pre-made so , doors are also pre-placed , let's say ; room A has a left exit , so if B is at the left of A , A may not be able to place a room because B is already overlapping any of the possible rooms that can be placed at that spot
Also , I might add that the generation will be linear , so each room has a main exit and a main entrance , all other exits are subroutes that lead to secret areas , but for now , let's dismiss thee subroutes
@BleakProspects
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858
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Developer / Technical / Re: Dungeon Generation Algorithms ?
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on: June 29, 2013, 01:22:16 PM
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@BleakProspects , the problem here is that if the room fits just right BUT has doors , there's no possible rooms to place , it will therefore not place rooms and the player will see a big wall at the place of another room
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859
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Developer / Technical / Dungeon Generation Algorithms ?
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on: June 29, 2013, 11:12:09 AM
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Hey everyone , I'm making a dungeon generator , and I'm getting stuck a bit in the "Generator" Part  I want to make a generator that assembles pre-made rooms to make some dungeon , and I am therefore looking for some algorithms that handles the overlapping problems and give us some nicely done dungeons that looks like this !  ... or this !  Suggestions are welcome ! DISCLAIMER ; I am not making a metroid clone in any circumstences
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