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July 16, 2020, 08:54:52 AM

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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsProcedural GenerationKrebsWelte [done]
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Author Topic: KrebsWelte [done]  (Read 27288 times)
ichi
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« Reply #20 on: June 03, 2008, 06:19:40 AM »

Hmm.. I'm still a little confused, what's the difference between prerandomized and premade if everything is the same every time you play?

Anyway, I didn't get far, but it's fun so far, if a little depressing. probably because of the music.
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Alex May
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« Reply #21 on: June 03, 2008, 06:27:04 AM »

the difference is that it's procedurally generated.
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Sar
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« Reply #22 on: June 03, 2008, 07:11:04 AM »

Hmm.. I'm still a little confused, what's the difference between prerandomized and premade if everything is the same every time you play?

Simple example: the Mandelbrot fractal is exactly the same every time you generate it. But there's a huge difference - both technical and in terms of storage - between storing a fifteen-million-by-fifteen-million pixel representation of the thing and sampling from that into your 'fractal viewer' app, and generating it on the fly.
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« Reply #23 on: June 03, 2008, 09:51:51 AM »

Hmm.. I'm still a little confused, what's the difference between prerandomized and premade if everything is the same every time you play?

Simple example: the Mandelbrot fractal is exactly the same every time you generate it. But there's a huge difference - both technical and in terms of storage - between storing a fifteen-million-by-fifteen-million pixel representation of the thing and sampling from that into your 'fractal viewer' app, and generating it on the fly.
Yeah, but you could still make it afresh for each game beforehand: people wouldn't mind waiting even a couple of minutes, I'm sure, while the build generated.
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Melly
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« Reply #24 on: June 03, 2008, 09:58:04 AM »

Just out of curiosity Cactus, just how many levels did you generate? Tongue
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cactus
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« Reply #25 on: June 04, 2008, 03:35:18 AM »

There's infinite levels and they aren't pregenerated really, the levels are generated when they start, but they're generated the same every time thanks to seeds. In the final version I'll probably set a limit to the levels and add an ending of some sort.
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medieval
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« Reply #26 on: June 04, 2008, 08:49:33 AM »

updated link doesnt work  Shocked

i want to plaaaaaaaaaaayyy meeehhhh.

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Zaphos
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« Reply #27 on: June 04, 2008, 09:35:11 AM »

It's all prerandomized. I figured it'd be better to have it the same thing every time you play, although it's probably a good idea to add a random mode.
Why not let the user type a world name for the seed?  That way they can choose to come back to the same world, or to try a different world.
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Melly
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« Reply #28 on: June 04, 2008, 01:56:36 PM »

I got error!

Code:
___________________________________________
ERROR in
action number 1
of Collision Event with object objProjectile
for object objCancerBeast:

Error in code at line 1:
   if my_energie2>other.energie energie2-=other.energie else

at position 4: Unknown variable my_energie2

Happened when I tried shooting the big elephant/whatever looking thing that charged at me.
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jph wacheski
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« Reply #29 on: June 04, 2008, 04:02:35 PM »

Wow it does seem a lot of folks in this forum are bit confused as to what procedural content generation is, as others have been trying to explain using fractals etc. it need not be different each time you play it,. in fact it is often not.  If you look at darwinia,. or one of my old favorets SubTerrania the old Genesis game, an equation is used to generate a part of a level, like the terrain,. and it is done in the same way each time,. the objects are placed by hand.  The reasons for doing it is less data need be saved, and less production work need be done building the levels,. they are formed from the mathmatics,. The idea of having the player generate a random seed from some text string is cool, but in no way a requirement for PCG.  Things like Dwarf Fortress are super cool and creating random worlds from equations and iterative procedures is indeed interesting for sure,. but it need not be the focus for all PCG.  For instance, I used procedures to help me generate my character models props and animations, and most are the same each time you play,. its just a design decision.  Roll Eyes
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Melly
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« Reply #30 on: June 04, 2008, 04:06:27 PM »

Just remember jph that a lot of people here are hobbists with noobish coding knowledge (myself included). Tongue So please go easy on us, poor mortals.
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« Reply #31 on: June 09, 2008, 02:35:58 AM »

Nice game!

I think I´ve found a bug though. When you click at the randomly generated blocks they destroys like they do when you shoot at them. And then, when you´ve shoot at a destroyed block it becomes normal again. It´s possible to walk through this normal block but not the destroyed-of-click-block. The whole thing becomes the opposite.

Just hide the mouse pointer and this little bug will probably be gone. ^^
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Evil-Ville
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« Reply #32 on: June 09, 2008, 10:44:36 AM »

Nice game but going through the same levels gets boring after a while. I have a bad habit of getting killed right after buying a new weapon.
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Annabelle Kennedy
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« Reply #33 on: June 09, 2008, 01:36:00 PM »

I really like it! the explosions are really cool as is the aesthetic.

tiny glitch though, not sure if its an unavoidable problem of GM or something but the font gets distorted sometimes, and i find myself finding it really difficult to read it sometimes.

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Melly
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« Reply #34 on: June 09, 2008, 01:44:03 PM »

GM has a tendency of distorting sprites and images and stuff, usually because it'll try to draw them at fractioned coordinates, like 22.3 x and 65.8 y. I prevent it by making all sprites be drawn in a rounded coordinate.
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moi
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« Reply #35 on: June 09, 2008, 01:50:09 PM »

I really like it! the explosions are really cool as is the aesthetic.

tiny glitch though, not sure if its an unavoidable problem of GM or something but the font gets distorted sometimes, and i find myself finding it really difficult to read it sometimes.


What,Isn't that the standard cactus font?
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subsystems   subsystems   subsystems
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« Reply #36 on: June 10, 2008, 02:02:05 AM »

this game is special.
an infinite, generated world filled with depressed people saying
over and over the same thing, disturbing, deadly traps
all around, and you, searching for the key all the time.

i don't know, but that's a really fatal situation.
my troop died always after five levels or so, but why should
they strive harder, when there's no solution anyway?

i really like your game as it is! especially the special mood.

but what could have been better, to make it more clear,
is either the emphasis of the concept/expression (infinite krebs welte)
or the game really as game, with all its gameplay elements
(enemies, traps, levels, (ending)).
for the first thing, it even wouldn't need so many different distracting
elements, like weapons, traps, enemies which hinder you to advance. then it
would be better make it really easy to see at least 15 levels or so,
to feel the fatal situation better. some kind of progression in music
could help too (although the music was very fitting like it is).

(btw: the pink elephant was fun, made me laugh serveral times Smiley )
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moi
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« Reply #37 on: June 10, 2008, 01:46:46 PM »

That's a very nice game, but as others have said before, starting at the same level each time is annoying.
And since there is no goal but infinite play, there's little incentive to replay.
It's a pity because the game is rather good.
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« Reply #38 on: June 13, 2008, 03:04:50 AM »

It would be cool to have the game get harder as you get more powered up. Also, I'd like to see an ending.
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superflat
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« Reply #39 on: June 13, 2008, 05:39:50 AM »

I wanted to love it, nearly did, and it had great atmosphere and looks.  It just didn't make me want to win, I don't know why.  Maybe because I could cheat so easily by destroying the blocks with the mouse, it took away the challenge?  I also would have loved to see Screaming-Cancer-Man make an appearance, even though he really freaks me out.

What's the status on BDTUW, Cactus?
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