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877142 Posts in 32848 Topics- by 24287 Members - Latest Member: huntingbird3.0

May 18, 2013, 03:39:01 PM
TIGSource ForumsDeveloperFeedbackDevLogsmoonman (v0.3 win+osx 01/02/13)
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Author Topic: moonman (v0.3 win+osx 01/02/13)  (Read 81360 times)
wademcgillis
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« Reply #570 on: April 07, 2012, 05:36:00 PM »

Yes. Hand Money LeftWTFHand Money Right
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HarrisonJK
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« Reply #571 on: April 07, 2012, 07:21:53 PM »

This is lookin like tasty
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Ashkin
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« Reply #572 on: April 07, 2012, 07:36:53 PM »

Question: Is the pattern of the trees made up of separate blocks, or do you have to choose each block with a certain pattern on it and put them together to get such lovely textures?
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eigenbom
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« Reply #573 on: April 07, 2012, 07:50:12 PM »

Some blocks have variations, which just affect their appearance, and at the moment I just manually choose the variation to use. There will be two main systems for adding blocks: procedurally, in which case the 'tree generator' can just choose what block variations to use (so e.g., it might choose vertical stripes for the main trunk); and manually, where the player is building a structure in-game.

I'm not sure how the a player will choose a block variation in the final game yet, probably just by placing the block down again in the same spot to cycle through the variations. Most artificial blocks won't have variations, just the natural chaotic stuff like trees, rocks, grass, ...
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namragog
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« Reply #574 on: April 08, 2012, 01:37:14 PM »

Oh my gosh Eigenbom, this is looking phantasm.  WTF

If you go along with your original plans for this, I will be superhappy.
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happymonster
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« Reply #575 on: April 08, 2012, 02:46:53 PM »

I wonder what the backgrounds would look like if they were composed of only 4 x 4 smaller blocks and scrolled at half the speed of the foreground scroll speed.  Gomez
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SpaceHero Command ... In Development
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eigenbom
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« Reply #576 on: April 08, 2012, 02:55:41 PM »

thx nam! haven't seen escalated strange updates in a while..? Epileptic

hm: makes sense, actually I'm hoping to do a much more interesting background, using a procedural method matching the biome, e.g., ice mountains for tundra, trees and mountains for luscious biome, ..., in which case it'll be easier to just use the same 8x8 blocks, but probably faded by atmospheric scattering.
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happymonster
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« Reply #577 on: April 08, 2012, 02:57:28 PM »

Oh.. ambitious!  Shocked
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SpaceHero Command ... In Development
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namragog
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« Reply #578 on: April 08, 2012, 04:23:56 PM »

thx nam! haven't seen escalated strange updates in a while..? Epileptic

I haven't had my computer in a month!  Cry

Hopefully I'll have it tomorrow. I've been brushing up on my drawsmithing while i'm experiencing computer-loss.

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Erinock
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« Reply #579 on: April 09, 2012, 01:30:11 AM »

Very cool, I like the graphics Smiley Keep up the good work!
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kamac
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« Reply #580 on: April 09, 2012, 01:32:37 AM »

It's getting weird. A bit.  Epileptic
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eigenbom
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« Reply #581 on: April 10, 2012, 12:36:52 AM »

Update: World is now split into chunks of 256x256 blocks which are further split into subchunks of 16x16 blocks. This is for a number of reasons, caching the drawing, networking, etc. Experimenting with a different background colour too..
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happymonster
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« Reply #582 on: April 10, 2012, 12:47:55 AM »

 Kiss
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BlueSweatshirt
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« Reply #583 on: April 10, 2012, 12:49:16 AM »

The gradient adds nice contrast to the flatly colored foreground.  Hand Thumbs Up Right Sweet!
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eyeliner
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« Reply #584 on: April 10, 2012, 01:39:57 AM »

For the first time in my life I understood the importance of gradient in the background.

It's beautiful.

Thank you.
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I'm doing this: Ballin'
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