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Author Topic: Cloud Scream > Development on Pause  (Read 86765 times)

Outcast Orange

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Re: WorldJem: Soon to be in Curses!
« Reply #45 on: October 06, 2009, 09:35:36 pm »

But now I'm using Curses for the screen drawing.
Will Libtcod work with that?
Curses has it's own color system. (which I can't figure out).
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Burried Houses - Platform Explorer Demo H - Cloud Scream

timmeh

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Re: WorldJem: Soon to be in Curses!
« Reply #46 on: October 06, 2009, 10:10:53 pm »

I've been messing around with Libtcod, trying to get it to work, but there are a few things I don't understand... are there any Libtcod C++ tutorials around?

Also, I'd really like not to have to type TCODConsole:: before everything using Libtcod... unfortunately, I don't understand namespaces, so since "using namespace TCODConsole" doesn't work, I'm out of ideas.  I'm assuming TCODConsole may be an object/class rather than a namespace, is there a way to get past the extra 13 characters before ever function call?
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On the Wall is a Masterfully engraved carving of Urist McHardcastle and Goblins. Urist McHardcastle is surrounded by the Goblins. The Golbins are stamping on Urist McHardcastle. Urist McHardcaste is laughing at the Goblins. The carving related to the prolonged and bloody death of Urist McHardcastle in the Fall of 1659, the Winter of 1659, and the Spring of 1660. On the engraving is an image of Cheese.

Outcast Orange

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Re: WorldJem: Soon to be in Curses!
« Reply #47 on: October 06, 2009, 10:31:35 pm »

Let's try to focus Timmeh.
Right now is not the time to jump ship on curses.
There must be some way to get it to display colors.
We just have to figure it out.
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Burried Houses - Platform Explorer Demo H - Cloud Scream

deadlycairn

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Re: WorldJem: Soon to be in Curses!
« Reply #48 on: October 06, 2009, 10:50:01 pm »

I assume you could use a define. I think the syntax is #define [shorthand name] [proper code]

That searches for all the [shorthand name]s in your code and replaces it with the [proper code] which could save some time. Not sure it would work or if it's the right syntax, but, hey, worth a try.
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timmeh

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Re: WorldJem: Soon to be in Curses!
« Reply #49 on: October 07, 2009, 06:24:54 am »

I'll do that.

@Outcast Orange - I had no intention to, I just didn't have an answer for you at the time.  There should be a function "can_change_color()" that returns true if your console supports changing colors.  You may want to try that...

I'll re-read through the code later today, and see if I can find anything a little more helpful than that...
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On the Wall is a Masterfully engraved carving of Urist McHardcastle and Goblins. Urist McHardcastle is surrounded by the Goblins. The Golbins are stamping on Urist McHardcastle. Urist McHardcaste is laughing at the Goblins. The carving related to the prolonged and bloody death of Urist McHardcastle in the Fall of 1659, the Winter of 1659, and the Spring of 1660. On the engraving is an image of Cheese.

Outcast Orange

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Re: WorldJem: Soon to be in Curses!
« Reply #50 on: October 07, 2009, 09:55:19 am »

Can you give me an example of a can_change_color() test?
How would I get that to output something?
I'm sorry, but I'm a bit of a C++ noob.
I never really use return values, just lots of global variables.
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Burried Houses - Platform Explorer Demo H - Cloud Scream

timmeh

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Re: WorldJem: Soon to be in Curses!
« Reply #51 on: October 07, 2009, 11:26:42 am »

Code: [Select]
if(can_change_color)
{
     printw("I can change colors :)");
}
else
{
     printw("I can't change colors :(");
}

This should work, although you'll have to manage refreshing and stuff.  Return values are really easy though, basically, when it runs through the code, the function is replaced with whatever it returns.  I.E. in the above example, if can_change_color() returns true, the program basically sees this:
Code: [Select]
if(true)but if it returns false is would see this:
Code: [Select]
if(false)
Functions that return integers are similar, if you had a function that added two numbers (pointless, I know) you could use it like this:
Code: [Select]
int my_var = my_adding_function(5, 5);and the program would see this:
Code: [Select]
int my_var = 10;
Pretty simple once you get the hang of it, although every now and then I find a place where it doesn't work for some reason, so like you I tend to avoid if it doesn't seem like it would greatly simplify things.
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On the Wall is a Masterfully engraved carving of Urist McHardcastle and Goblins. Urist McHardcastle is surrounded by the Goblins. The Golbins are stamping on Urist McHardcastle. Urist McHardcaste is laughing at the Goblins. The carving related to the prolonged and bloody death of Urist McHardcastle in the Fall of 1659, the Winter of 1659, and the Spring of 1660. On the engraving is an image of Cheese.

Outcast Orange

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Re: WorldJem: Soon to be in Curses!
« Reply #52 on: October 07, 2009, 09:50:56 pm »

Thank you. I thought it was something like that, but I wasn't sure.

I just got home, I'll run the tests on my computer now.

Okay, change color definitely works.
Is there a test to find out if I can change RGB?

I've got color sort of working again.
At least the magma and core are red, while the rock is grey.
« Last Edit: October 08, 2009, 08:42:36 am by Outcast Orange »
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Burried Houses - Platform Explorer Demo H - Cloud Scream

Outcast Orange

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Re: WorldJem: Soon to be in Curses!
« Reply #53 on: October 08, 2009, 08:43:38 am »

Since the thread doesn't bump when I make an edit, I'll just start posting multiple times, okay?
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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: WorldJem: Soon to be in Curses!
« Reply #54 on: October 08, 2009, 08:59:24 am »

Okay, using the limited colors available, I've gotten a result I can tolerate.
I'm going to finish changing everything to work with curses, then post the working result.

Then, I will finally be able to start working on water physics.

EDIT:
Holy crap! This thing runs so perfectly with Curses!
I love just gliding around the maps, watching the layers fly past. It's really epic.
I'll have a new version uploaded once I get all the controls remapped to something more comfortable.
« Last Edit: October 08, 2009, 10:35:09 am by Outcast Orange »
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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: WorldJem: Soon to be in Curses!
« Reply #55 on: October 08, 2009, 11:51:19 am »

It's time for results!:

http://www.mediafire.com/download.php?q3ynohzkgoe

Try that out.
Read the new help menu for the new list of controls.

One suggestion to anyone who really wants to be amazed:
Try holding down E or R to move through world layers very quickly.
Your brain might just melt.
I apologize in advance.

EDIT: Oops! I've tried the DL link myself, and it seems that I have most likely uploaded the wrong file. The project folder (linked on the first post) should definitely contain the right file though, I'm going to try that now.

EDIT: I can't unzip the file from here. Can someone confirm that the file in the project folder actually works? I'll fix everything when I get home tonight.

EDIT: Okay, I'm a retard. I accidentally loaded up the version from before curses.
I'll have it all sorted out in the next twenty minutes.
« Last Edit: October 08, 2009, 06:26:42 pm by Outcast Orange »
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[7:54:34 PM] [Armok]: woooooo

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Outcast Orange

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Re: WorldJem: New Feel
« Reply #56 on: October 08, 2009, 06:50:47 pm »

Here it is:

http://www.mediafire.com/download.php?hy2c2iotlg5

After all of the fuss, it turned out to be a name mix-up.


Now, more importantly, I've completely rethought the direction of this thing.
Let's stray away from the fantasy for now, and focus on reality.

The next most crucial system to be added to this thing to make it realistic, is a pressure system.
I want working gravity, and a system that combines tiles into more dense tiles.
I also want more dense tiles to push back on less dense tiles, and even expand if the density variation is great enough.

It might sound way too complex, but I think that it is totally possible.
Also, this will cut down on certain parts of the generation process (slowest green bar)
but also add a whole other bar.
I predict that the generation time will only increase at most by 50%.

So no water for now, we have more fundamental systems to work out.
I'm going to sit down with graph paper, and figure out how it should work.
Wish me luck.

Any suggestions?
« Last Edit: October 09, 2009, 10:02:08 am by Outcast Orange »
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[7:54:34 PM] [Armok]: woooooo

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Ampersand

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Re: WorldJem: New Direction
« Reply #57 on: October 09, 2009, 02:18:16 am »

Any suggestions?
Toady One's pressure system for Dwarf Fortress is basically a variant of Conway's Game of Life. Might want to look into a bit of research in that area, as it may be what you're looking for.
Quote
Any suggestions?
Toady One's pressure system for Dwarf Fortress is basically a variant of Conway's Game of Life. Might want to look into a bit of research in that area, as it may be what you're looking for.
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Deon

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Re: WorldJem: New Direction
« Reply #58 on: October 09, 2009, 08:07:20 am »

Uh oh, my PC at work can't handle this (1,5 GHz, 384 RAM). Also it creates an insane pagefile.sys, around 400 mb. Do you know the reason? :)
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Outcast Orange

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Re: WorldJem: New Direction
« Reply #59 on: October 09, 2009, 10:10:44 am »

Give me slightly more information than that.
Is it running?
Does it even start up?
Is it bugging out?

I don't know what pagefile.sys means.
I'm thinking that I someone to verify that this version works on other computers.
The only idea I can come up with is that either:
a) You're computer doesn't support color change
b) Curses requires some extra file be included with installation (I doubt it)

But now, let's get excited!
I've been mulling over ideas for how central gravity and pressure will relate to each other,
and I've come up with a system for it.
At first, I'm going to add centralized gravity (rejoice) on a very primitive level.
Basically, EVERYTHING will fall inward (every tile with emptiness below it).
When I add pressure in later, tiles with distributed pressure will not fall in, so caves can actually work out.
I'm going to get a frame by frame version of a total world cave in going on,
which will likely take ages to complete, so it will actually draw up it's progress just to keep me content.
Once all the gravity has settled out though, I will have a system that only counts gravity in areas with change.
And listen to this:
Other objects like orange will effect pressure and gravity!
What does this mean?
It means that you will be able to cause cave-ins by walking on unstable areas!

Wish me luck on the coding side, this might just take all week.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream
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