Leaghorn
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« Reply #60 on: April 13, 2016, 01:40:23 PM » |
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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-xnaDoes anybody have some more tutorials on procedural effects like that?
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oahda
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« Reply #61 on: April 13, 2016, 01:55:18 PM » |
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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.
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Leaghorn
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« Reply #62 on: April 13, 2016, 03:37:22 PM » |
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@Prinsessa LudumDare 32
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BomberTREE
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« Reply #63 on: April 14, 2016, 09:57:03 PM » |
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@LeaghornIt still looks good. That's actually a pretty good tutorial to introduce randomized effects to people, added to the first post! @PrinsessaThat's pretty fun, you could totally make each room generate their own little setups I want to see more! edit: Also another good read, roguebasin has always been full of great tutorials. @LuisAntonThat'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 What's the plan haha!
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« Last Edit: April 14, 2016, 10:07:49 PM by BomberTREE »
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LuisAnton
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« Reply #64 on: April 14, 2016, 10:33:00 PM » |
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@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) The plan is... I guess we'll start a devlog and see where it goes.
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BomberTREE
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« Reply #65 on: April 17, 2016, 02:06:42 PM » |
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@LuisAnton Ohh I get it now, I'll definitely need to wait and see
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rogual
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« Reply #67 on: May 16, 2016, 08:48:22 AM » |
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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.
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My current project is Blackshift — Now in Early Access (Beta)
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BomberTREE
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« Reply #68 on: May 17, 2016, 12:30:26 AM » |
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@rogual Oh heck yeah!! That sounds like a lot of fun to design Glad to hear you didn't rely on a climb command for a fix!
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NoLocality
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« Reply #69 on: June 17, 2017, 03:50:19 PM » |
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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.
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Artsicle
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« Reply #71 on: July 11, 2017, 04:23:55 PM » |
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I can procedurally generate ABSOLUTELY NOTHING.
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quantumpotato
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« Reply #72 on: July 14, 2017, 06:51:49 PM » |
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Bomber, I wanted to play your Frog game but I couldn't find a link? Procedurally generate AI from player inputs: www.QuantumPilot.me
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BorisTheBrave
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« Reply #73 on: July 15, 2017, 07:19:24 AM » |
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Found a neat way to generate random paths:
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gimymblert
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« Reply #74 on: July 15, 2017, 01:51:55 PM » |
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Select two random points and then linked them to corners?
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BorisTheBrave
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« Reply #75 on: July 16, 2017, 02:07:35 PM » |
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No, it generates paths between arbitrary many points, it's not hard coded. I don't think I've seen the technique written about before. Details are on my blog: http://www.boristhebrave.com/2017/07/15/random-path-algorithm/It's nice compared with a lot of pathing algorithms as it can generate paths that double back on themselves, and handles connecting three or more points together in a natural way.
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BomberTREE
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« Reply #76 on: August 04, 2017, 10:00:05 AM » |
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BACK FROM THE GRAVE, thanks for waking up this thread weeks ago NoLocality Wrote a tool to breed automaton rules and discover magic @NoLocalityI've never seen anyone write a generator than physically drops things from the air as it goes, have you gotten it working right? @BorisTheBraveDope, your dungeon & path gifs do a GREAT job and explaining what your technique does. Thanks for the write ups and for pointing out Disjoint-set data structures! I can procedurally generate ABSOLUTELY NOTHING. You can't do shit with that attitude (: @quantumpotatoThe files are lost somewhere on my currently dead desktop, sorry So is it the AI's patterns that are being generated, or behaviors?
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« Last Edit: August 04, 2017, 10:16:50 AM by BomberTREE »
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NoLocality
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« Reply #77 on: August 12, 2017, 10:22:18 AM » |
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@NoLocality I've never seen anyone write a generator than physically drops things from the air as it goes, have you gotten it working right?
Haha no, I hopped back on my dino-project after tinkering around a bit. I tend to ADD off on odd little things before remembering I have something else to finish lol. The view was actually from below the map and those pink rectangles were side-long cylinders being spawned for some randomized obstacles around the player... ...I was going for a simple endless-hover-avoid-obstacles type thing, was going for mobile most likely. The idea was that "seed" objects would spawn around the player past their view, if the player was even closer the "seed" would spawn obstacles/ramps/powerups/things and then spawn four more seeds at east/west/south/north and consider itself "spent", finally all seeds and spawned content would despawn if the player was too far away. It "kinda" works for a bit then poops out or breaks if the player collides with anything like so... ...note the flickering pink rectangles outside of the "circle" in the "spawn-zone" and how they either vanish/go wonky/or overextend without laying down obstacles. Maybe I'll get back to it some day but my uneducated approach of logic within logic within logic etc' is probably going to get unnecessarily complicated real quick. I just thought the patterns produced when viewed from below looked cool. @All I continue to dig the various methods and hypnotic results ppl! P.S. Bomber, I wanted to play your Frog game but I couldn't find a link?
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BomberTREE
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« Reply #78 on: September 04, 2017, 01:00:14 PM » |
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my uneducated approach of logic within logic within logic It's a leaping point, once you begin exploring more efficient ideas and algorithms you'll be doing perfectly well enough for modern hardware! Bomber, I wanted to play your Frog game but I couldn't find a link? One day.. one day
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oahda
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« Reply #79 on: September 05, 2017, 02:27:41 AM » |
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Guess I never posted about it here. It's not much, but I did some procedural planet generation for my last LD game (not this one). Just different biomes and not much more but involved graphics programming and such too, so it was fun. https://prinsessa.itch.io/blomst
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