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Alchiggins
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« Reply #270 on: February 27, 2013, 11:39:20 AM » |
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It just miss a  I am now tempted to hide a  into the game as an easter egg.
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Udderdude
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« Reply #271 on: February 27, 2013, 01:28:12 PM » |
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Decided to improve upon my map generator to get away from the boxed in look of the terrain. Here's what happened in the process. Calculated a random offset from the center but forgot to rand() it so each piece was equal distance away.  Well, at least it's not boxy anymore. It's not a bug, it's a feature :3
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robolee
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« Reply #272 on: March 02, 2013, 04:43:43 PM » |
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Decided to improve upon my map generator to get away from the boxed in look of the terrain. Here's what happened in the process. Calculated a random offset from the center but forgot to rand() it so each piece was equal distance away.
image
Well, at least it's not boxy anymore.
That reminds me of mine, I had one exactly like that, but here's a similar one:  Another fail image that I like a lot (...actually I don't think this is a failure I think I just turned off the main island and amped up the number of secondary islands):  This is the kind of output you get from the finished generator (along the lines of what I was trying to make): http://i.cubeupload.com/3T9fVR.png
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Raycast
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« Reply #273 on: March 03, 2013, 08:44:53 PM » |
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Here's some borken roguelike lighting. 
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Impmaster
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« Reply #274 on: March 04, 2013, 03:26:06 AM » |
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Why is it broken? It looks fine to me. Unless it's not supposed to have that many colors?
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Eigen
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« Reply #275 on: March 04, 2013, 03:29:33 AM » |
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robolee, hey, these look really cool actually. I wouldn't call them failures for sure  How are you generating your maps? Noise + tresholds?
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robolee
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« Reply #276 on: March 04, 2013, 12:43:12 PM » |
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Nope, my methods were pretty simple but intensive... I used randomly placed circular plateaus (size determined by distance from "peak", biggest being in the center), then sent out many "runners" which move in a random direction each step and raise the ground at their position (small sized circle for the main island and single pixel for the fringe islands), I then did range clipping to reduce the map to 5 or so discrete steps and did a few passes to grow the shallow water and beach. All in all very inefficient, but my own way of doing it and it looks decent enough.
I read a few things on midpoint displacement and noise maps and stuff but eventually I just thought 'fuck this I'll do it my own way'. I could do better, make it much more efficient, easier to tweak, more predictable... I was throwing stuff against the wall and seeing what stuck.
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VortexCortex
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« Reply #277 on: March 07, 2013, 04:28:43 PM » |
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 Bitmap font offsets and interlacing fail. I kinda like it though. The font is inspired by the old IBM PS2 / VGA BIOS, so scan lines would actually be quite fitting... hmm.
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s_l_m
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« Reply #278 on: March 07, 2013, 05:08:11 PM » |
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 Bitmap font offsets and interlacing fail. I kinda like it though. The font is inspired by the old IBM PS2 / VGA BIOS, so scan lines would actually be quite fitting... hmm. That totally looks intentional 
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TomHunt
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« Reply #280 on: March 14, 2013, 06:35:42 PM » |
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looks pretty, though
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Dr. Cooldude
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« Reply #281 on: March 16, 2013, 04:32:03 AM » |
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*snip*
Depth information for a chunk of landscape encoded into RGB channels. Technically not a fail as this is working correctly, but it's not meant for a human to gaze upon.
This is amazing
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yz  toxxi.dk lelebęcülo
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keelo
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« Reply #282 on: March 16, 2013, 06:00:41 PM » |
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7drl whoops 
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Udderdude
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« Reply #283 on: March 16, 2013, 06:53:47 PM » |
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I [object]
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kamac
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« Reply #284 on: March 22, 2013, 11:44:48 PM » |
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 Stoopid camera maths
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