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662
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Developer / Technical / Re: Flixel vs Flashpunk
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on: July 20, 2011, 06:27:42 PM
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The added bonus to performance is especially important to game developers. I would say: productivity over performance. Giving HaXe a try might be a good idea. I never used HaXe yet. I'm afraid that it is still very hacky and backed only by a very small community... HaXe seems to be something that rarely works out of the box and requires quite an understanding of the target platforms/languages - this is why I would never recommend haXe to total noobs. Btw interesting similar project by google: http://code.google.com/p/forplay/sorry for this OT stuff... ps: i am interested in good benchmarks, can you point me to some?
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664
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Developer / Technical / Re: Grid size
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on: July 20, 2011, 03:12:44 PM
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Bothering about such things only slows your production speed. Unless you are making nextgen stuff or games for weak devices (like old cell phones) you can do as you please. Beware of premature optimization.
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665
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Developer / Technical / Re: Draw an outline of a level
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on: July 18, 2011, 06:22:08 AM
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The rooms may have pocket spaces that are only accessible from other rooms. The question then is, "where do I start a flood fill from?"
player start position or portals... the floodfill could just flood through the rooms like the player would. it should be able to "flood" through portals like the player... don't tell me you cannot distinguish holes in the wall from room entries/exits... 
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666
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Developer / Technical / Re: Draw an outline of a level
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on: July 18, 2011, 04:37:51 AM
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*custom floodfill knocks at the door*  when doing this you could run over the grid afterwards and remove all tiles that have no empty neighbor.(for very similar results to your algorithm) (btw using floodfill would also assure that the player cannot leave the level through a hole in the wall...)
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668
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Developer / Technical / Re: Draw an outline of a level
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on: July 16, 2011, 04:27:39 AM
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Yeah. Donuts are an issue.
But this week we also tried one of the advantages of connecting rooms by matching up exits, Making a room that fits inside a donut. That was pretty cool. In such a situation, not illustrating holes might be an advantage because it wouldn't add the hole in the middle to the player's progress map until you went inside it.
then your solution seems to be a good fit  . btw thx for sharing the code. maybe you can implement a mode where the automatic detection is skipped and the editor can place "minimap border pieces". this would lead to full flexibility. in special cases the artist could augment the automatic result or just skip it for hidden rooms.
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669
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Developer / Technical / Re: Draw an outline of a level
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on: July 16, 2011, 02:43:08 AM
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I still don't understand how I'm supposed to go from a glow filter and fill in the result. Don't I still have to detect what the inside of the level is?
Yes, this is the main problem. I always thought you can distinguish inner parts of the room from the outer walls. Without this knowledge "draw everything with an opaque constant-colour on top, so that only the external edges are left" is impossible. I think a custom floodfill that "understands" portals should solve this and can fill the rooms. Your Marching Cubes algorithm does not work for rooms with a hole in them/hides the hole, am I right? ################# # # # ####### # # # # # # # # # # ####### # Start Exit #################
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672
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Developer / Technical / Re: Draw an outline of a level
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on: July 15, 2011, 06:33:33 AM
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Ah ic, something like this? ################# ############ # # # # # #### # # #### # # ##### ######## ## # #### ###################################
One could use floodfill to fill the rooms and then use the glowfilter. I assume the player's start position and portals are always inside so you could use them as starting points for the floodfill. ################# ############ # # # # # #### # # #### # # ##### ######## ## # * #### ################################### -> ################# ############ ################# ############ ################# ############ ################################### ################################### ###################################
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673
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Developer / Technical / Re: Draw an outline of a level
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on: July 15, 2011, 06:05:48 AM
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I don't understand why a glow filter does not work. AFAIK the glowfilter just paints all opaque pixels with the glow color and expands them with a blur kernel. This is topolgy independent.
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674
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Developer / Technical / Re: Draw an outline of a level
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on: July 14, 2011, 02:46:07 PM
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donut shaped? I don't really understand what this means. The GlowFilter should always work. Maybe you have to paint multiple layers. Can you make a sketch with paint or something to understand your level structure? GlowFilter (knockout=false): 
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676
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Player / General / Re: We need more underwater games...
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on: July 13, 2011, 07:46:06 AM
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Classic controls are hardcore, almost inaccessable... But they are part of the fun when you have mastered them. http://www.clonk.de/ce.php?lng=en is the predecessor for free. Clonk was a major part of my childhood. AFAIK Clonk is the mother of all 2D Minecraft-likes  (direct character control in combination with landscaping, engineering and construction work).
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680
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Feedback / Playtesting / Re: Game Name Clinic - I will rate your game's name
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on: July 10, 2011, 04:34:11 AM
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@MM I love your game Soldat. Soldat is one of my favorite games of all time  . I think "King Arthur's Gold" is a good name especially because the game has already a fanbase / is a brand. Do you want to rename it / are you unhappy with the name? @WelcomeToAwesomeness 
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