Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1302030 Posts in 58026 Topics- by 49092 Members - Latest Member: pilchards

June 26, 2017, 09:06:53 am

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsDeveloperCreative (Moderator: Capntastic)So what can you procedurally generate?
Pages: 1 2 3 [4]
Print
Author Topic: So what can you procedurally generate?  (Read 6525 times)
Leaghorn
Level 0
**



View Profile WWW Email
« Reply #60 on: April 13, 2016, 01:40:23 pm »

It's also possible to procedurally generate electric beams.

Some time ago I used electric beams on some Ludum Dare game



But it was just animated sprite generated in photoshop so its repetitive and has limited use.

Here's a little tutorial on how to generate it precedurally using Catmull Rom algorithm:
http://www.geekchamp.com/articles/electric-effect-on-windows-phone-7-using-xna

Does anybody have some more tutorials on procedural effects like that?
Logged

Prinsessa
Level 10
*****


Ava Skoog


View Profile WWW Email
« Reply #61 on: April 13, 2016, 01:55:18 pm »

Really neat, Leaghorn! What LD was that for?



I guess I could post this here just because. Not much, but my first ever proper attempt at some more "proper" procedural generation.



Rooms in a house, connected by doors. Using a BSP dungeon generation algorithm but without the corridors, just linking every room directly through the wall.

Hoping to play more with this stuff in the future. Been doing some reading. Perhaps I'll get a chance during this Ludum Dare. Depends on what sort of game we come up with after seeing the winning theme.
Logged

Leaghorn
Level 0
**



View Profile WWW Email
« Reply #62 on: April 13, 2016, 03:37:22 pm »

@Prinsessa LudumDare 32
Logged

BomberTREE
Level 9
****



View Profile WWW
« Reply #63 on: April 14, 2016, 09:57:03 pm »

@Leaghorn
It still looks good.
That's actually a pretty good tutorial to introduce randomized effects to people, added to the first post!  Wink

@Prinsessa
That's pretty fun, you could totally make each room generate their own little setups Smiley
I want to see more!
edit: Also another good read, roguebasin has always been full of great tutorials.

@LuisAnton
That's so rad to look at from the players view.
With the current player-to-planet size ratio, I could easily imagine each cell holding entire cities/colonies for an RTS or civilization simulator Kiss
What's the plan haha!
« Last Edit: April 14, 2016, 10:07:49 pm by BomberTREE » Logged

   TUMBLR | TWITTER  
LuisAnton
Level 1
*


Learning by doing, I hope.


View Profile WWW
« Reply #64 on: April 14, 2016, 10:33:00 pm »

@BomberTREE Noooo! hehe, no, the player is not that big. It's the planetoids that are small - something like Mario Galaxy, or The Little Prince (but bigger) Grin The plan is... I guess we'll start a devlog and see where it goes.
Logged

BomberTREE
Level 9
****



View Profile WWW
« Reply #65 on: April 17, 2016, 02:06:42 pm »

@LuisAnton Ohh I get it now, I'll definitely need to wait and see Tongue
Logged

   TUMBLR | TWITTER  
BomberTREE
Level 9
****



View Profile WWW
« Reply #66 on: May 01, 2016, 11:46:14 pm »



Making a procedurally generated thing Smiley
Logged

   TUMBLR | TWITTER  
rogual
Level 0
**



View Profile WWW Email
« Reply #67 on: May 16, 2016, 08:48:22 am »



Got a side project which is a side-on platforming roguelike. The interesting challenge here is making sure there aren't any pits that the player can get stuck in.

The generator knows what moves and jumps the player can make, and will put climbable vines if it detects unreachable areas.

This isn't perfect though, so I've started to implement a "search" feature that cheats — when you press S, it checks if you're in an unwinnable spot and has a chance of saying, oh yeah, there was totally a secret door there all along.
Logged

My current project is Blackshift — Now in Early Access (Beta)
BomberTREE
Level 9
****



View Profile WWW
« Reply #68 on: May 17, 2016, 12:30:26 am »

@rogual
Oh heck yeah!! That sounds like a lot of fun to design  Smiley
Glad to hear you didn't rely on a climb command for a fix!
Logged

   TUMBLR | TWITTER  
NoLocality
Level 1
*


Too delusional to worry.


View Profile
« Reply #69 on: June 17, 2017, 03:50:19 pm »

Necroin' this thread because A: thread is good and B: I took a stab at the beginnings of a system to generate obstacles around the player in (yet) another game prototype and it looks kinda cool in it's current state...




It's of course not working properly yet but I was happily surprised by the patterns it produced and couldn't resist sharing.

Fun facts: Usually I do a bit of research when diving into things I'm lacking knowledge in...this time I just dove in, also the code leading up to this crashed my computer four separate times by gobbling up all the available ram.
Logged

Pages: 1 2 3 [4]
Print
Jump to:  

Theme orange-lt created by panic