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Author Topic: Cloud Scream > Development on Pause  (Read 86906 times)

Outcast Orange

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Re: Cloud Scream: > World Generation Almost Works
« Reply #390 on: November 22, 2009, 01:12:01 pm »

Muahaha! The dang waterplates weren't broken, I was just using the wrong code.
I took the old broken waterplate code by accident, and that led to many problems.
But now we have a much more functional code, and it is as it was. That means everything is froggy,
so I can move on.

There is one major issue on the world maps right now though:
The subvines are not coping with the new random numbers correctly, and are becoming too deviant.
This leads to parts of them splitting off from the rest, and floating in space.

I'll come back to this later. Now it's time for local maps.

EDIT: Local maps were going well, until I got this weird bug where the maps were drawing bizarrely.
I tinkered with it all evening, until late, before deciding I would just rewrite the section in the morning.
So tack another day on before this thing is up do date.
Soo close.
I can't wait to have the freedom to change code, or add new features!
It will be so easy with this new class based system in place.

EDIT: I've located the crazy bug, and it seems it was doing some sort of witchcraft before.
Here is my current dilemma:

I have tile basictile declared in my Earth world class, and I have minitile declared in my local class.
Here is a function of local attempting to write information from basictile into minitile.

Code: [Select]
int transfer = basictile[currentx][currenty][currentz].gettile();
minitile[minix][miniy][miniz].settype(transfer);

I have no idea how to do it.
I know doing Earth.basictile[... doesn't work, but I'm not sure how else to do it.

EDIT: So I've learned that leaving edits don't work, so here goes:
« Last Edit: November 24, 2009, 09:29:30 am by Outcast Orange »
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Burried Houses - Platform Explorer Demo H - Cloud Scream

Outcast Orange

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Re: Cloud Scream: > Local Generation Issues
« Reply #391 on: November 24, 2009, 09:30:35 am »

I guess this is the only way to get my topic read. I need your help informed forum reader. Yes, you!
No not him.
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Burried Houses - Platform Explorer Demo H - Cloud Scream

Alexhans

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Re: Cloud Scream: > Local Generation Issues
« Reply #392 on: November 24, 2009, 12:27:56 pm »

msn isn't working after my reinstall (I haven't had time to fix it, yet)...

I don't understand your problem. 

Why can't you assign an int value to another integer?
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Outcast Orange

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Re: Cloud Scream: > Local Generation Issues
« Reply #393 on: November 24, 2009, 12:30:00 pm »

Alfie has just fixed this problem.
Things are cool, but other problems persist. I hope to have this sorted out today.
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Burried Houses - Platform Explorer Demo H - Cloud Scream

Outcast Orange

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Re: Cloud Scream: > Local Generation Issues
« Reply #394 on: November 24, 2009, 08:41:18 pm »

Local maps are on the list again! I'm rewriting the generation code from scratch to be more efficient.
Here's the first bug-riddled screenshot.
Don't even ask how it happened, I'm not sure myself.

Spoiler (click to show/hide)

The programming ought to be fun from here on out.
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Burried Houses - Platform Explorer Demo H - Cloud Scream

Boksi

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Re: Cloud Scream: > Wow. Just wow.
« Reply #395 on: November 25, 2009, 08:46:00 am »

That looks like it's from a completely different game...
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Outcast Orange

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Re: Cloud Scream: > Wow. Just wow.
« Reply #396 on: November 25, 2009, 10:13:09 am »

It works!
Check it out:

Spoiler (click to show/hide)

The new and improved terrain carve patterns are working perfectly.
It took a ton of tweaking, but I'm ready to move onto erosion again.

At this point I'm going to deviate from the old and head into new territory.
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[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Outcast Orange

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Re: Cloud Scream: > Moving Along
« Reply #397 on: November 25, 2009, 12:58:42 pm »

Haha! It is time! You will all be excited and blown away by the new screenshot.
 
Not until I get home though.
Sometime in around 5 hours from now.
Sorry.

Prepare for epicness!
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Burried Houses - Platform Explorer Demo H - Cloud Scream

Jack_Bread

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Re: Cloud Scream: > Brilliant new features! Ultimate Screenshot!
« Reply #398 on: November 25, 2009, 01:45:08 pm »

Those screens look AWESOME! :D

*reads new post*
*prepares for epicness with sunglasses*

Can't wait to se it! xD

Outcast Orange

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Re: Cloud Scream: > Brilliant new features! Ultimate Screenshot!
« Reply #399 on: November 25, 2009, 07:51:34 pm »

Jack Bread, don't die.

Here goes:
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Now imagine that with proper erosion, and trees.
I'm diving into the code tonight, and nothing's going to stop me.
Expect scattered surprises tomorrow and on through the weekend.

Is Jack Bread still among us?

EDIT:

Here comes something new:

Spoiler (click to show/hide)

There are basic soil layers now.
I have also thought up a few different ideas for terrain generation.
I'll be implementing those shortly.
« Last Edit: November 25, 2009, 08:26:46 pm by Outcast Orange »
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[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Alexhans

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Re: Cloud Scream: > Brilliant new features! Ultimate Screenshot!
« Reply #400 on: November 25, 2009, 08:29:09 pm »

that looks really nice... I love how the grass is on top and the earth colors on the sides.

Are the close ups like this too?


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Outcast Orange

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Re: Cloud Scream: > Brilliant new features! Ultimate Screenshot!
« Reply #401 on: November 25, 2009, 08:37:54 pm »

Close ups?
I'm not sure what you mean.
This is a close up, just zoomed out.
Those top tiles are of a special sort.
The two layers directly beneath are standard soil,
and everything else is good ol' generic "rock".
I'm adding in new layers pronto.
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[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Duke 2.0

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Re: Cloud Scream: > Brilliant new features! Ultimate Screenshot!
« Reply #402 on: November 25, 2009, 08:42:33 pm »

 I'm liking how the surfaces are no longer ragged stretches of uneven sandpaper.
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Akigagak

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Re: Cloud Scream: > Brilliant new features! Ultimate Screenshot!
« Reply #403 on: November 25, 2009, 08:47:34 pm »

I like the screens. I'm guessing there are no plans for getting this on to mac?

Oh, and I've been filming lately, and this:

Close ups?
I'm not sure what you mean.
This is a close up, just zoomed out.

Made me happy.
Sig'd.
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But then, life was also easier when I was running around here pretending to be a man, so I guess I should just "man up" and get back to work.
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Outcast Orange

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Re: Cloud Scream: > New Screens
« Reply #404 on: November 25, 2009, 08:57:36 pm »

Maybe if I knew how...
I had no idea this didn't work on mac.

Also, the land will still be ragged and uneven, it just has a shiny new coat of grass now.
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[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream
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