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Author Topic: Cloud Scream > Development on Pause  (Read 86959 times)

jplur

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Re: Cloud Scream: > Ridiculous Forest Tests
« Reply #645 on: January 13, 2010, 01:33:43 pm »

so -y axis is up?  Interesting.

I tried out this new version, and highly approve.  Made myself a little cave house by the ocean and started collecting nuts.

Keep up the good work!

and +1 request for fire
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Armok

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Re: Cloud Scream: > Ridiculous Forest Tests
« Reply #646 on: January 13, 2010, 01:44:51 pm »

So, are you going to do root systems or not?

Also, some other random suggestions I came to think of:
- consider using more realistic physics for jumping, actually travelling upwards in real-time, and perhaps making it harder to change direction in midair.
- first person view. These landscapes are epic but they really don't look it withoute the proper sense of scale.
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Outcast Orange

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Re: Cloud Scream: > Ridiculous Forest Tests
« Reply #647 on: January 13, 2010, 01:56:09 pm »

Time for roots.
On a larger scale though, sorry.
I'm not sure how I would do roots on trees.

Anyways, here's a waterseed complete with roots:
Spoiler (click to show/hide)

The "wander" function for roots is super squishy,
 so I should be able to use it to create riverbeds,
 caves, and eventually veins underground.

Sounds good everyone?
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Burried Houses - Platform Explorer Demo H - Cloud Scream

Errol

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Re: Cloud Scream: > Ridiculous Forest Tests
« Reply #648 on: January 13, 2010, 01:58:12 pm »

In response to your code:

It seems to be obvious indeed. In your first else-loop, you set height to be 1. Right after that, it appears you set lifestage, one of the variables governing the maximum life duration (you said you capped the maximum duration with two variables multiplied with each other), to height - 1. This means you get a lifestage of zero, which results in max duration being zero at most, which results in dead tree. Or am I missing something?
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Armok

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Re: Cloud Scream: > Forest Broken, Everything Else Good
« Reply #649 on: January 13, 2010, 02:05:28 pm »

That's huge roots! You'll be needing bigger trees. Roots are generaly abaut the same size as the brances and leves of a tree, althou the exact proportions vary with species. Speaking of that, have you thoguth of doing different species of trees, pherhaps even randomly generated species? Hmm, it might no be feasible at all, but have you thought of upping the general scale of everything with a factor of 2 or 4? That way you could also have slopes that could be walked up without having to jump.
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Outcast Orange

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Re: Cloud Scream: > Forest Broken, Everything Else Good
« Reply #650 on: January 13, 2010, 02:24:46 pm »

One point for Errol.
The issue is far from solved,
 but that would definitely explain why seeds weren't sprouting.
On startup aged==true anyways.

The problem is still persistent.
Trees of height 1 are dead on startup,
 and the soil beneath them has been damaged somehow.

I'm not really sure about this one.

In better news, I got into a few of the classes I was after,
 and I start in a few hours.
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Burried Houses - Platform Explorer Demo H - Cloud Scream

LegoLord

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Re: Cloud Scream: > Forest Broken, Everything Else Good
« Reply #651 on: January 13, 2010, 04:19:12 pm »

Maybe for tree roots, since giving them detail would make them and the trees huge, you can just make "root and dirt" tiles that replace the dirt tiles under trees?  If digging strength ever gets in, it could be harder to dig through than normal dirt.  And maybe if enough time passed without a tree above it, it could degrade back into dirt.
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Outcast Orange

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Re: Cloud Scream: > Forest Broken, Everything Else Good
« Reply #652 on: January 13, 2010, 04:38:53 pm »

What would they look like?
Darker colored dirt?
I suppose that wouldn't be too hard.
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Burried Houses - Platform Explorer Demo H - Cloud Scream

Armok

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Re: Cloud Scream: > Forest Broken, Everything Else Good
« Reply #653 on: January 13, 2010, 04:55:19 pm »

I think there shuld be BOTH that, AND giant trees. Different species.
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Org

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Re: Cloud Scream: > Forest Broken, Everything Else Good
« Reply #654 on: January 13, 2010, 06:02:49 pm »

This game is awesome.
I think that it is cool.
The rain can get annoying.
I think it is rain,
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Errol

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Re: Cloud Scream: > Forest Broken, Everything Else Good
« Reply #655 on: January 14, 2010, 03:57:47 pm »

Trees with height 1 are always dead because of the issue I already mentioned - if the tree gets assigned height 1, lifestep is 0, which leads to multiplication with zero for the maximum lifespan. You should build in a block if code to prevent this from happening.

I have no clue for the soil, but perhaps this will be resolved along with the first bug.
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Outcast Orange

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Re: Cloud Scream: > Forest Broken, Everything Else Good
« Reply #656 on: January 14, 2010, 04:36:07 pm »

But I already took out the -1 and still no fixies.
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Burried Houses - Platform Explorer Demo H - Cloud Scream

Armok

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Re: Cloud Scream: > Forest Broken, Everything Else Good
« Reply #657 on: January 14, 2010, 06:41:25 pm »

Maybe they got asigned a negative height somehow? dunno how that could happen.
A quick fix is to require all threes to be at least 2 tile high, althou it's not a perfect one.
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Org

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Re: Cloud Scream: > Forest Broken, Everything Else Good
« Reply #658 on: January 14, 2010, 06:59:14 pm »

new version doesnt seem bugg,
except for the trees in water
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qwertyuiopas

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Re: Cloud Scream: > Forest Broken, Everything Else Good
« Reply #659 on: January 14, 2010, 07:00:44 pm »

age = (rand()%lifestep)+(lifestep-1)*lifestage;

lifestep is large, right?

(lifestep-1)*lifestage

Would be like lifestep*lifestage - lifestage. So, only when rand()%lifestep < lifestage will age < lifestage*lifestep
"Age should be LESS than lifestage*lifestep."

So, since lifestage should max out around 7, and lifestep goes up to 500 or so, the probablility of age < lifestage*lifestep is at or slightly above 1%.

Maybe try
age = (rand()%lifestep)+lifestep*(lifestage-1);
So that it is anywhere up to but not exceeding lifestage*lifestep? The one with the -1 should not be the mod to the rand().
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