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Author Topic: Airlands Project  (Read 43372 times)

EchoP

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Re: Airlands Project
« Reply #210 on: January 07, 2009, 01:19:47 am »

What's the blue supposed to be?
The blue is just the default colour for the game, the program puts it there instead of black space.
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Deon

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Re: Airlands Project
« Reply #211 on: January 07, 2009, 08:07:09 am »

What's the blue supposed to be?
The blue is just the default colour for the game, the program puts it there instead of black space.
Black space on land? I think it's a water.
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Yanlin

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Re: Airlands Project
« Reply #212 on: January 07, 2009, 08:12:44 am »

If there's water connecting to an edge time, they should spill off. Disappear and leave a seabed under them. One way to do this is to treat water the same way you do in DF. Though I'd recommend 10 depth units and not 7.
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Neonivek

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Re: Airlands Project
« Reply #213 on: January 07, 2009, 08:54:24 am »

If there's water connecting to an edge time, they should spill off. Disappear and leave a seabed under them. One way to do this is to treat water the same way you do in DF. Though I'd recommend 10 depth units and not 7.

It doesn't have to be realistic... the Water could just eternally fall... the lake keeps ever full by the water alignment (or other) in that square.

either that or all Water lands have to be surrounded by land...
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Boksi

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Re: Airlands Project
« Reply #214 on: January 07, 2009, 09:02:43 am »

It's obviously Jell-O.
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Neonivek

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Re: Airlands Project
« Reply #215 on: January 07, 2009, 09:03:26 am »

It's obviously Jell-O.

Except to avoid copyright infringement well have to call it... Jigglio!
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qwertyuiopas

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Re: Airlands Project
« Reply #216 on: January 07, 2009, 09:15:39 am »

Or what about ICE??
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The Doctor

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Re: Airlands Project
« Reply #217 on: January 07, 2009, 11:20:25 am »

Nah.

Lakes of Jell-o it is!
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Vactor

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Re: Airlands Project
« Reply #218 on: January 07, 2009, 08:55:30 pm »

I've got the basics of a random tile generator in, now whenever you press "p" the game will attempt to place a tile adjacent to an existing tile (right now it only tries once, and if it fails it gives up, which i'll fix)



the blue is in fact supposed to be water, the textures were spit out in about 10 seconds so that i'd have something to put on the tiles, so don't do too much soul searching about them.


**edit**
another pic:

« Last Edit: January 07, 2009, 09:17:49 pm by Vactor »
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The Doctor

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Re: Airlands Project
« Reply #219 on: January 07, 2009, 10:00:48 pm »

Holy giant Jesus in a blender in the sky, that's a bloody huge land.
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SHAD0Wdump

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Re: Airlands Project
« Reply #220 on: January 07, 2009, 10:11:46 pm »

I don't suppose that someone could attain an Island of that size in normal gameplay,could they?
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Yanlin

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Re: Airlands Project
« Reply #221 on: January 08, 2009, 04:45:53 am »

I don't suppose that someone could attain an Island of that size in normal gameplay,could they?

They'd be floating real low...
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Kagus

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Re: Airlands Project
« Reply #222 on: January 08, 2009, 04:50:23 am »

Or high, all depending on how things swing.

The Doctor

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Re: Airlands Project
« Reply #223 on: January 08, 2009, 12:37:37 pm »

I guess you don't have transition textures between water and land yet?
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Vactor

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Re: Airlands Project
« Reply #224 on: January 08, 2009, 12:44:58 pm »

more that I did it in about 2 minutes before going to bed and didn't bother with anything that would need 2 textures applied to one model
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http://www.bay12forums.com/smf/index.php?topic=141525.0

My AT-ST spore creature http://www.youtube.com/watch?v=0btwvL9CNlA
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