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TIGSource ForumsCommunityDevLogsMoonQuest
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eigenbom
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« Reply #1620 on: June 12, 2013, 08:25:15 PM »

Update: Merged the prototype back into the main code, here's the trees in-game..

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kleiba
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« Reply #1621 on: June 12, 2013, 09:23:10 PM »

That's *really* awesome, mate!  Gentleman
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eigenbom
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« Reply #1622 on: June 12, 2013, 09:37:18 PM »

The twisty S shaped tree is my favorite. Plant one for me!

Xoorath! You're back on tigs? Been a while..

@kleiba cheers, cya soon
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jO
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« Reply #1623 on: June 12, 2013, 10:58:37 PM »

Wonderful, as usual!
Thanks a lot for a new desktop background  Gentleman
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Thecoolestnerdguy
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« Reply #1624 on: June 13, 2013, 03:02:40 AM »

Update: Merged the prototype back into the main code, here's the trees in-game..

Well, that looks really beautiful. No,seriously.
But now, give us some:


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« Reply #1625 on: June 13, 2013, 05:58:09 AM »

Update: Merged the prototype back into the main code, here's the trees in-game..



That looks really nice, also I love the S shaped tree in the previous photo
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« Reply #1626 on: June 13, 2013, 06:51:35 AM »

The bark texture looks great!

Maybe add darker canopy to the background for a more... tree-dimensional look? Embarrassed
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Kurt
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« Reply #1627 on: June 13, 2013, 06:56:55 AM »

That looks amazing!
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Eigen
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« Reply #1628 on: June 13, 2013, 07:24:20 AM »

luvly Hand Thumbs Up Right
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eigenbom
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« Reply #1629 on: June 14, 2013, 12:02:04 AM »

Thanks chaps! @Rusk, good idea, I've been thinking of adding a vine-like background block for just that purpose, but I'll hold off until I get the new background system running, because I may have another plane in the background with trees or whatever for the forest regions.

Update: Implemented more of the template system today, adding support for wall blocks and world objects. So now (using Tiled) I can make buildings with foreground tiles,  background tiles, and attached torches (and doors), and then import them into the game. Voila!

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jO
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« Reply #1630 on: June 14, 2013, 01:30:48 AM »

Sweeet!
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Thecoolestnerdguy
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« Reply #1631 on: June 14, 2013, 05:37:38 AM »

Update: Implemented more of the template system today, adding support for wall blocks and world objects. So now (using Tiled) I can make buildings with foreground tiles,  background tiles, and attached torches (and doors), and then import them into the game. Voila!

pic

Wow! ETA for the next build? I want to play that NOW!
Please?  Beg

P.S: How do you implement stuff so fast?
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eigenbom
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« Reply #1632 on: June 17, 2013, 11:10:25 PM »

ETA for next build will be around min-July, but it'll be Windows only. I'm just swamped with getting all the 0.4 features in, I don't have spare time atm to maintain the OSX one.

Update: I have always wanted waterfalls in Moonman's world, and so this week have started on a model which supports them. I've thrown out most of the old fluid sim code, and replaced it with a more static, minecraft-style water model. This will be the 3rd or 4th different model I've tried, and if you look back at the first page of the devlog you can see the very first one I built (using a hybrid particle-cell model). Here's a WIP, with two waterfall sources above the top of the screen. I still need to: fix the sloped water rendering, add the flow animations back in, make things move slower in water, let the water wash away world objects, add particles to the bottom of the falls, and handle sloped terrain properly. Only some of these will make the 0.4 build, which I'm considering submitting to IGF China, if I make the deadline.



:D
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Thecoolestnerdguy
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« Reply #1633 on: June 18, 2013, 03:33:25 AM »

ETA for next build will be around min-July, but it'll be Windows only. I'm just swamped with getting all the 0.4 features in, I don't have spare time atm to maintain the OSX one.

 Sad 

Update: I have always wanted waterfalls in Moonman's world, and so this week have started on a model which supports them. I've thrown out most of the old fluid sim code, and replaced it with a more static, minecraft-style water model.

PIC

Dat looks awesome!

Only some of these will make the 0.4 build, which I'm considering submitting to IGF China, if I make the deadline.

 Shocked Yes! Do it!
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eigenbom
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« Reply #1634 on: June 18, 2013, 10:24:34 PM »

Update: More work on the water with sloped terrain and a flow anim. It's coming along nicely I think.



« Last Edit: June 18, 2013, 10:48:50 PM by eigenbom » Logged

kleiba
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« Reply #1635 on: June 18, 2013, 11:04:26 PM »

Good stuff, mate, good stuff! Keep it flowing...
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jO
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« Reply #1636 on: June 18, 2013, 11:06:38 PM »

Oh man, that looks really superb. Will the flowing direction of the water influence the movement of the player? Can I slide down water ramps?
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C.D Buckmaster
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« Reply #1637 on: June 18, 2013, 11:27:18 PM »

Oh wow.  That looks amazing.
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« Reply #1638 on: June 18, 2013, 11:32:19 PM »

I like waterfalls and all but
I don't like MC water :c
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rek
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« Reply #1639 on: June 19, 2013, 12:44:13 PM »

Will you be able to craft flippers for Houselegs?
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