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Community / Tutorials / Re: Braving Procedural Generation [ Part Three! ]
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on: July 19, 2011, 08:55:49 PM
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Alright, that's enough incentive for me. I'll get to writing one up. I've got insanely busy few days ahead of me (like 2 more birthdays and a week-long trip), so it might be a couple weeks or so before I get around to it. I also have to get back into "pathfinding" mode, but that's never too hard. I'll start off the tutorial with a real meat & bones explanation of Breadth First Search, so you understand where A* is coming from, and then I'll sort of ease into the algorithm using pseudocode and some diagrams. I'll finish off with a few tips on expanding/improving your searches, but for the most part I'm not gonna concentrate on effeciency but rather just getting the damned thing to work.  It only took you a year and a half!
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25
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Developer / Art / Re: 3D thread
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on: March 27, 2011, 10:36:44 PM
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[picture] 30 minutes. Probably should have taken ten.
Wow that's awesome! I need to learn how to make sweet low poly models and textures.
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26
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Community / Tutorials / Re: Braving Procedural Generation [ Part Three! ]
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on: March 19, 2011, 05:36:21 PM
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I was so interested in sublinimal's caves that I had to go try it myself it is hereI also implemented Sean A.'s idea of having a higher chance of corridors. You can toggle that on and off with "P". It looks cool for the smaller maps but for the bigger ones I think it makes the caves look less 'natural'. A funny quirk is that if you zoom in too far or generate a giant map the map will just suddenly disappear. This is because flash refuses to hold a bitmap in memory that's over a certain size. The default iterations start off at something low because I didn't want to crash your browsers  . But seriously, pump it up to 10 million to see something really cool 
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28
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Community / Tutorials / Re: Braving Procedural Generation [ Part Three! ]
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on: March 08, 2011, 11:31:47 PM
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Basically, I take an initial tile somewhere near the center of the map, then randomly move one step up/left/down/right per iteration until the limit of tiles is reached. Despite being just about as simple as possible, I've gotten some very usable results. Such is the power of procedural generation.  So do you only have one point going through those steps or several at the same time? I can't believe how good the caves look being so simple!
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31
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Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread
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on: January 10, 2011, 04:55:23 PM
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The yellow tiles seem a little oversaturated.
Also, how about Japanese coins? They look rather different, whether they are old (look like the coin stuck to Meowth's head) or new (have square holes in some of them)
Just noting that you'll have to look for old Japanese coins because the current yen coins look practically the same as any other coin. And yeah I think that the rounded rectangle coin (meowth head) would look pretty nice.
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33
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Community / DevLogs / Re: Leroy -- a Rogue-like [Update - 21 August]
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on: December 24, 2010, 02:44:10 AM
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Hey, seeing as it's Christmas i'm going to give you guys a present. AN UPDATE!!!Arrow keys to move and click '?' to regen a level Bugs I don't want you to mention: -walls in the map being weird -Enemies Spawning in the wall and each other -Anything to do with the sprites, I created the sprite sheets wrong as well as just didn't put all of them in. I'll just mention that again, a lot of the animations look weird because I screwed up making sprite sheets and the animation frames. Not psychotron-3000's fault
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34
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Community / DevLogs / Re: Leroy -- a Rogue-like [Update - 13 July]
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on: August 20, 2010, 07:42:38 PM
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Update - 21 AugustRandom generation is kinda down! The player with animation can walk around CLICK HERE FOR MILDLY FUNTIMES!Arrows to move and '?' to generate a new level Any way there are problems with the auto tiling where there are funny combinations of walls to corners. I'm wondering if there is a better way than creating an image with like 50 different combinations. So this version is actually like 2 weeks old, I haven't done much lately. I'm having problems with detecting and attacking enemies and I may have to rewrite a whole chunk of code. Oh yeah and enjoy this WIP 
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35
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Developer / Technical / Re: Undefined terms in an array
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on: July 28, 2010, 04:01:43 AM
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Interesting, i'm currently working on a dungeon game in AS3 that generates tunnels and rooms... I just made my Array REALLY BIG so there was no chance that a room would try to create itself outside of the world. Now one really annoying problem I had with array's is when I was auto tiling the map. To fix this I wrapped the map in two coatings of OUT tiles. Then when checking the 9 tiles on every side of every tile (auto-tiling was frustrating) just don't run the check when it's on the side - or the end [map.length-1].
...I ranted a bit there didn't I? Anyway do you have a devlog for your game? I would really like to see what you do...
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36
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Community / DevLogs / Re: Leroy -- a Rogue-like
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on: July 12, 2010, 10:02:17 PM
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UPDATE - 13 JulyWell I got it randomly generate two rooms with a corridor connecting them. FUNTIMES! HAVE A LOOK HERE WHY DON'T YOU?If there are any tile glitches can you take a screen shot and show me? Also here is just a tiny sampling of the art done by psychotron.  Mockup of what the first level of every play through is going to look like.  A tiny square of the character sheet. Oh and I've updated the first post with a character portrait.
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38
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Community / DevLogs / Leroy -- a Rogue-like [Update - Post Mortem]
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on: July 09, 2010, 04:03:12 AM
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Hooray. You unlucky fellow are the one who pulled the short straw of your mutant hunting squad to go detonate a nuke in the core of a radioactive mutant infested abandoned building. Armed with your trusty wrench and nothing else you are thrown inside, forcing you to make your way through the rusted, dangerous rooms to find the nuke, combating waves of enemies and generally casuing a mess... Introducing "Leroy's randomly generated platform adventure -- a Rogue-like"! A brand new exiting game! Programming by Me. Graphics by psychotron-3000So yeah, we have the stupidest working title ever. The game is being developed in flixel and graphics drawn in MS Paint Links to UpdatesAugust 2113 JulyFirst Update! 9 JulyWelp currently i've got the game engine to take in a level input of 1's and 0's and apply walls to it. Here's a screen shot... http://dl.dropbox.com/u/4039281/RogueLike/success.pngPretty! TODO (in rough order) Randomly Generate Each levelHave player move around map- Enemies
- Interact with objects (Vending Machines)
- (Will plan more later)
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39
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Developer / Technical / Re: Flash: save a map as a string
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on: July 07, 2010, 12:10:03 AM
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public function returnMap(map:Array):String { var csvReturn:String for (var j:int = 0; j < map[0].length; j++) { for (var i:int = 0; i < map.length; i++) { if(i == 0){ if(j == 0){ csvReturn += map[i][j]; }else{ csvReturn += "\n"+map[i][j]; } }else{ csvReturn += ", " + map[i][j]; } } } return csvReturn }
This is some code I wrote yesterday that returns a CVS formatted string. Like this 0,0,0,0,0,0,0,0, 0,0,0,1,1,1,1,0, 0,0,0,1,1,1,1,0, 0,0,1,1,1,1,0,0 If the page breaks don't work nicely replace the "\n" With some thing like # to show the next line. I haven't written a parser for it yet
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40
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Developer / Playtesting / Re: Running MAN - 2
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on: June 26, 2010, 03:13:39 AM
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My little list of small complaints -I thought that the player could have a little faster acceleration to his max speed. -When you collect the slow time powerup, the enemies should slow down as well -There should be a separate counter for the coins like '6/70' collected. -Whilst talking about difficulty I feel there should be different difficult levels which change the spacing between checkpoints
Whilst playing the game I found that my goal was not to get A high score like it seems was your idea but to just freaking finish it. That's why I think there should be difficulty levels and coin counter. The way I thought this game would be played would to be... Get though the game on easy, Collect all the coins on easy, get though the game on medium..etc
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