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Author Topic: Cloud Scream > Development on Pause  (Read 86973 times)

Hippoman

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Re: Cloud Scream: > Tree Explosion
« Reply #630 on: January 10, 2010, 07:48:56 pm »

Upload in minutes to come!
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Outcast Orange

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Re: Cloud Scream: > Tree Explosion
« Reply #631 on: January 10, 2010, 08:01:49 pm »

Okay, as Hippoman predicted prematurely,
 there will be a new update.

Here is the link:
http://www.mediafire.com/?mt4fwn30yyq

Okay, so it has a few issues right now,
 and I'd like you all to give me feedback on things you don't like about the trees.

Issues to be solved tomorrow:
- Seeds don't have enough friction.
- Trees grow too fast.
- Water will not prevent a tree from drying up.

Sorry, but you have a basic ecosystem now,
 so be pleased with that.

The trees will ALL die, but they can reproduce before then.
Hopefully the seeds won't all die from overcrowding or bad placement.
Also, some trees are already the color that dead trees will turn.
I decided to leave it that way,
 since they are still distinguishable from dead trees,
 and the concept makes my eyes glow.

Have fun playing pool with seeds that haven't lost momentum
 but somehow were stuck in place anyways.
I'll fix it by next release.
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[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Hippoman

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Re: Cloud Scream: > Tree Explosion
« Reply #632 on: January 10, 2010, 08:03:29 pm »

Update your sig.
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Armok

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Re: Cloud Scream: > Invisible Tree Love
« Reply #633 on: January 11, 2010, 01:53:59 pm »

Ok, tried it, it's awesome.

I have one, very importnan t request thou: Root systems. Seriously, a game that has both digging and this detailed a tree simulation cant ignore root systems, especially not if the player might try to grow trees.
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qwertyuiopas

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Re: Cloud Scream: > Invisible Tree Love
« Reply #634 on: January 11, 2010, 06:23:41 pm »

*detailed*? No, not yet, if ever...

(In my opinion. DETAILED is when it keeps track of the rings on the tree, branches grow, they filter the air and only grow in light...)
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Armok

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Re: Cloud Scream: > Invisible Tree Love
« Reply #635 on: January 11, 2010, 07:11:19 pm »

Detail is a relative term. The trees here have lifecycles, apperantly some kind of "energy", can grow in diferent ways, and are composed of many items as oposed to a single prop. They are more detailed then DFs trees curently are.
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III...

Outcast Orange

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Re: Cloud Scream: > Invisible Tree Love
« Reply #636 on: January 11, 2010, 07:45:08 pm »

Thank you so much Armok.
I put a whole week into them damned buggy trees.

It seems today, you and Qwerty have switched personalities.
You are usually the one to say something non-constructive and heartless.
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Burried Houses - Platform Explorer Demo H - Cloud Scream

qwertyuiopas

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Re: Cloud Scream: > Invisible Tree Love
« Reply #637 on: January 11, 2010, 09:55:34 pm »

I would say that it is well above average, but just in the same way DF is "just" an alpha, it's best time is still ahead.
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Outcast Orange

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Re: Cloud Scream: > Invisible Tree Love
« Reply #638 on: January 11, 2010, 10:08:29 pm »

Ah, don't worry about it Qwerty.

EDITED
(To be less emotionally charged)
« Last Edit: January 12, 2010, 01:00:44 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: Cloud Scream: > Invisible Tree Love
« Reply #639 on: January 12, 2010, 10:12:39 pm »

Okay, so I've been working on lots of small things today,
 and I'm ready to post some progress.
I seem to have improved the frictionless actions of the seeds,
 but they still need some work.

I changed the colors of a lot of different things,
 and it's looking a bit more lively now.
The seeds don't flicker between colors now,
 and become perma-dead as they should.

Trees are even more procedural than before and have adjustable height and growth rate.
I did a test forest where trees grew very fast with NO height limit.
Here is the result:
Spoiler (click to show/hide)

I've made some changes to Waterseeds too.
Here's a prototype:
Spoiler (click to show/hide)

What does everyone think about the new color scheme?

EDIT:
Here's a forest set to grow at an alarming rate, but limited height.
It completely buried itself in seeds after sixty seconds:
Spoiler (click to show/hide)
« Last Edit: January 12, 2010, 10:34:11 pm by Outcast Orange »
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[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Lord Dullard

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Re: Cloud Scream: > Invisible Tree Love
« Reply #640 on: January 12, 2010, 10:39:09 pm »

Here is the result:
Spoiler (click to show/hide)

Good lord, that looks more flammable than California. It also looks really cool, though.
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Outcast Orange

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Re: Cloud Scream: > Ridiculous Forest Tests
« Reply #641 on: January 12, 2010, 10:58:48 pm »

Thank you, good sir.

EDIT:
I've worked at it for a while and I finally have a decent forest generator.

Trees support random age pretty well now,
 but there is a problem with my math somewhere,
 and a lot of trees are dying on startup, or refusing to grow.
I'm going to have to double check the variables tomorrow.
It's pretty complex,
 since almost every variable relies on other variables.
« Last Edit: January 13, 2010, 01:15:55 am by Outcast Orange »
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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

eerr

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Re: Cloud Scream: > Ridiculous Forest Tests
« Reply #642 on: January 13, 2010, 03:53:03 am »

You should let me have a crack at it...
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Hippoman

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Re: Cloud Scream: > Ridiculous Forest Tests
« Reply #643 on: January 13, 2010, 08:23:49 am »

Fire, we need a way to kill the trees, that must be next.
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Outcast Orange

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Re: Cloud Scream: > Ridiculous Forest Tests
« Reply #644 on: January 13, 2010, 09:17:31 am »

You should let me have a crack at it...

Is that a serious request?
I'd love to let somebody else have a go at it.
The relative chunk of code isn't very long,
 so I'll paste it.

Code: [Select]
void plant::newtree(){
    go = true;
    cast = 1;
    lifestep = 500;
    drink = rand()%1000 + 3000;
    int heightmod = 4;
    int heightvar = 3;
    maxheight = rand()%heightvar + heightmod;
    if(aged==true){height = rand()%maxheight;}
    else{height = 1;}
    lifestage = height - 1;
    finalbloom = lifestep;
    if(aged==true){age = (rand()%lifestep)+(lifestep-1)*lifestage;}
    else{age = rand()%lifestep;}
    localtile[xplace][yplace-height][zplace].settype(21);
    localtile[xplace][yplace-height][zplace].setsort(rand()%4);
    localtile[xplace][yplace-height][zplace].setblock(false);
    localtile[xplace][yplace-height][zplace].setstuck(true);
    if(height>1){
        for(int testy = 1; testy < height; testy++){
            localtile[xplace][yplace-testy][zplace] = localtile[xplace][yplace-testy+1][zplace];
            if(testy==1){//initial trunk part
                localtile[xplace][yplace-testy][zplace].settype(20);
                localtile[xplace][yplace-testy][zplace].setsort(rand()%4);
                localtile[xplace][yplace-testy][zplace].setblock(false);
                localtile[xplace][yplace-testy][zplace].setstuck(true);
            }else{//branches
                if(rand()%4<3){
                    localtile[xplace-1][yplace-testy][zplace] = localtile[xplace][yplace-height][zplace];
                    localtile[xplace-1][yplace-testy][zplace].setsort(rand()%4);}
                if(rand()%4<3){
                    localtile[xplace+1][yplace-testy][zplace] = localtile[xplace][yplace-height][zplace];
                    localtile[xplace+1][yplace-testy][zplace].setsort(rand()%4);}
                if(rand()%4<3){
                    localtile[xplace][yplace-testy][zplace-1] = localtile[xplace][yplace-height][zplace];
                    localtile[xplace][yplace-testy][zplace-1].setsort(rand()%4);}
                if(rand()%4<3){
                    localtile[xplace][yplace-testy][zplace+1] = localtile[xplace][yplace-height][zplace];
                    localtile[xplace][yplace-testy][zplace+1].setsort(rand()%4);}
            }
        }
    }
}

Aged = true in the case where the problem occurs.
The desired result is a tree where the yplace points to the tile of soil beneath the tree.
Trunk = 20
Leaves = 21
Grass Soil = 30
Age should be LESS than lifestage*lifestep.

Some possible clues:
- A lot of trees are starting off dead
- Trees of height 1 are always dead and something bad happens to the soil tile beneath them.

I'm assuming it's pretty obvious,
 but I'm sort of blinded from staring at that code for to long.
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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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