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TIGSource ForumsCommunityDevLogsHow to Be a Tree
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Zaphos
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« Reply #40 on: January 29, 2014, 10:04:12 AM »

Thanks again for all the kind words, everyone!

@Mystaceus, already responded by email but wanted to say again I do love your work (despite being too "ahh I don't know what I'm doing" to want to bring anyone else on for now).  Just spend the last 20 mins clicking around your site and flickr again, going ooh, ahh, weird, cool Smiley

Seems like you have a lot of control once you know what you're doing.
You can definitely jump around!  But unless you're carefully sneaking about, it's hard to control for example how high and far you jump.

also, this gives me flashbacks of a Judge Dredd comic, where a genetically enginered tree rebels, and starts killing citizens, by throwing fruits at them.
haha, now I need to go find that comic ...

My only suggestion is to calculate ahead of time where your line breaks need to be for the dialog text rather than doing it when adding new characters. That way a words won't abruptly move down to a new line while you're reading them.
ahhh good point, I really do need to fix that.
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Zaphos
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« Reply #41 on: January 29, 2014, 10:15:42 AM »


Trying to figure out a good way to teach the player what poses will make the eyes angry ...

(Also, I need to figure out how to do a good procedural fire effect ...)
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Mauricio Gomes
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« Reply #42 on: January 29, 2014, 10:36:04 AM »

Seriously, when you will release a demo???
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« Reply #43 on: January 29, 2014, 10:41:21 AM »

It's great to be following a project from the very beginning. Most, I've jumped in weeks or months after development started. This game looks so promising

Love how the eye narrows first, like almost saying, "Hey...what do you think you're doing?"
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« Reply #44 on: January 29, 2014, 02:49:37 PM »

http://indiegames.com/2014/01/how_to_be_a_tree_in_gifs.html
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Wow
« Reply #45 on: January 29, 2014, 03:13:52 PM »

This looks actually really fun!  Smiley
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jamesprimate
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« Reply #46 on: January 29, 2014, 09:47:00 PM »


Trying to figure out a good way to teach the player what poses will make the eyes angry ...

(Also, I need to figure out how to do a good procedural fire effect ...)

dang, those laser eyes are harsh! poor tree just wants to be a rectangle, sheesh, is that so wrong??
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« Reply #47 on: January 30, 2014, 01:38:59 AM »

Awesome idea, I'll be following this !  Grin
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« Reply #48 on: January 30, 2014, 02:39:01 AM »


Trying to figure out a good way to teach the player what poses will make the eyes angry ...

(Also, I need to figure out how to do a good procedural fire effect ...)

dang, those laser eyes are harsh! poor tree just wants to be a rectangle, sheesh, is that so wrong??

everyone can only be a tree



be tree~
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Thecoolestnerdguy
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« Reply #49 on: January 30, 2014, 04:50:13 AM »

Ok, you got me at "tree".
Where do I buy this?  Hand Money Left Evil Hand Money Right

P.S:

I don't know if this matches the scope you're currently planning for the game, but I think we're all tired of scrolling text, a good voice actor would make that "dialog" way more hilarious (like if that was even possible).

P.P.S:

Multiplayer tree battle anyone?  Blink
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« Reply #50 on: January 30, 2014, 07:37:13 AM »

Looking really fantastic, Zaphos! Send me an email if you have any problems with your physics constraints or inputs, I have some experience making games like this with Box2D. Smiley
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Tuba
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« Reply #51 on: January 30, 2014, 08:54:33 AM »

This is looking pretty cool :O
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« Reply #52 on: January 30, 2014, 09:04:12 AM »

What can I say? This project is very promising and I love the direction this is taking. Will definitely follow this!

Multiplayer tree battle anyone?  Blink
Count me in! Evil
But seriously, a multiplayer mode similar to the game

would be awesome!
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« Reply #53 on: January 30, 2014, 09:21:11 AM »

Very impressive.  I'd say this definitely passes the screenshot test!

...any plans for procedural lumberjacks?  :-)

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Zaphos
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« Reply #54 on: February 05, 2014, 06:28:30 PM »

oop, got distracted working on a random prototype thing to submit to EGW, back to this now Smiley

I don't know if this matches the scope you're currently planning for the game, but I think we're all tired of scrolling text, a good voice actor would make that "dialog" way more hilarious (like if that was even possible).
I love good voice acting too but that is totally not something I know how to do.  I'll look into it Smiley

Multiplayer tree battle anyone?  Blink
I have to try this out now!

Initially I was like, "I can't do that because Box2D collisions would basically go crazy if I had two trees that were able to collide with each other."  But I think it will work if the trees break each other apart when they collide.  I don't know why colliding would cause them to break apart though ... maybe in battle mode, the tree tips are weaponized?

...any plans for procedural lumberjacks?  :-)
Yeah, definitely on the big "things to try" list Smiley  (which is just a list in my head right now; I should probably write it down, heh.)

Looking really fantastic, Zaphos! Send me an email if you have any problems with your physics constraints or inputs, I have some experience making games like this with Box2D. Smiley
Yay, I probably will do that at some point Smiley
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Zaphos
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« Reply #55 on: February 05, 2014, 06:42:31 PM »

I've been experimenting a bit more with different l-systems that give funky 'tree' shapes -- this one I call "Sierpinski's blade" because it makes a bunch of little Sierpinski triangles if you pose it right:

(longer gif)

Also, mocking up / sketching a bunch of characters in Inkscape, before I actually code up their procedural versions in-game:

Trying to go for a triangular / low-poly style in the designs; I'm open to ideas / comments about it!

(also you can tell that I couldn't decide if birdies need eyes or not ...)
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« Reply #56 on: February 06, 2014, 12:38:53 AM »

I like how the nest and the worm in the top left show the constituent triangles in different shades - it goes with the aesthetic of your backgrounds.  I'd love to see some of that on the tank, since it's such a big, solid shape.

Hard to tell how the birds will look without seeing them in-scale, but I look forward to seeing their animations.  (Oh please have them wobble up and down when flying instead of a linear path.)
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ANtY
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« Reply #57 on: February 06, 2014, 12:50:34 AM »

birds are so much better off without eyes

fact
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Christian
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« Reply #58 on: February 06, 2014, 06:16:52 AM »

I agree. No eyes looks more interesting
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« Reply #59 on: February 06, 2014, 09:25:43 AM »

I need to play this, it looks fantastic.
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