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1411126 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 03:25:26 PM

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21  Community / Tutorials / Re: Braving Procedural Generation [ Part Three! ] on: July 19, 2011, 08:55:49 PM
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. Smiley

It only took you a year and a half!
22  Community / DevLogs / Re: Cold Metal: a Unity engine transhumanist procedural sandbox FPSRPG on: April 20, 2011, 01:14:47 AM
Wow, saw this on the procedural Generation thread and I can't wait to see some gameplay!
23  Community / DevLogs / Re: Palla-palla Rotolo on: April 11, 2011, 11:51:29 PM
Man this game is going to be sugary sweet
24  Developer / Art / Re: Retro Avatars on: March 27, 2011, 10:48:55 PM

Man this thing is sweet!
25  Developer / Art / Re: 3D thread on: March 27, 2011, 10:36:44 PM
[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.
26  Community / Tutorials / Re: Braving Procedural Generation [ Part Three! ] on: March 19, 2011, 05:36:21 PM
I was so interested in sublinimal's caves that I had to go try it myself
it is here
I 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  Tongue. But seriously, pump it up to 10 million to see something really cool Smiley
27  Developer / Audio / Re: BiteJacker - Undead On Arrival - OST Album Teaser! on: March 08, 2011, 11:39:44 PM
It March 9!
Or maybe it's not for you...
Bloody Time zones...
Whatever I'm impatient!
28  Community / Tutorials / Re: Braving Procedural Generation [ Part Three! ] on: March 08, 2011, 11:31:47 PM
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. Smiley

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!
29  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: March 08, 2011, 11:28:05 PM
Diddo. ^_^
30  Community / Tutorials / Re: Braving Procedural Generation [ Part Three! ] on: March 02, 2011, 10:47:47 PM
@Leukbaars If you do make a thread please link us to it!

Also sometime I should do a write up on the level gen for my rouguelike that's in development. Maybe when I fix the auto-tiling to make it look pretty
31  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: January 10, 2011, 04:55:23 PM
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.
32  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: January 09, 2011, 01:48:03 AM
Thanks! I'm actually starting to try this out in a game now. Got levels loading based off of ogmo editor levels.

Now to add a player Smiley

Wow, please keep posting updates or link me to a devLog! So pretty!
33  Community / DevLogs / Re: Leroy -- a Rogue-like [Update - 21 August] on: December 24, 2010, 02:44:10 AM
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
34  Community / DevLogs / Re: Leroy -- a Rogue-like [Update - 13 July] on: August 20, 2010, 07:42:38 PM
Update - 21 August
Random 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
35  Developer / Technical / Re: Undefined terms in an array on: July 28, 2010, 04:01:43 AM
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...
36  Community / DevLogs / Re: Leroy -- a Rogue-like on: July 12, 2010, 10:02:17 PM
UPDATE - 13 July
Well 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.
37  Community / DevLogs / Re: Leroy -- a Rouge-like on: July 09, 2010, 07:09:23 PM
Be sure to correct your spelling there.

Rouge vs. Rogue

And good luck.
Well that's embarrassing. I'm going to need to fix that up.
38  Community / DevLogs / Leroy -- a Rogue-like [Update - Post Mortem] on: July 09, 2010, 04:03:12 AM
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-3000

So yeah, we have the stupidest working title ever.
The game is being developed in flixel and graphics drawn in MS Paint


Links to Updates
August 21
13 July

First Update! 9 July
Welp 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.png
Pretty!



TODO (in rough order)
  • Randomly Generate Each level
  • Have player move around map
  • Enemies
  • Interact with objects (Vending Machines)
  • (Will plan more later)
39  Developer / Technical / Re: Flash: save a map as a string on: July 07, 2010, 12:10:03 AM
Code:
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
Code:
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
40  Developer / Playtesting / Re: Running MAN - 2 on: June 26, 2010, 03:13:39 AM
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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