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Author Topic: Cloud Scream > Development on Pause  (Read 86925 times)

Org

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Re: Cloud Scream 0.39 Released > Water Displacement and Swimming
« Reply #750 on: January 28, 2010, 09:35:07 pm »

I just climbed a mountain.

Oh god tress grow fast.
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Outcast Orange

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Re: Cloud Scream 0.39 Released > Water Displacement and Swimming
« Reply #751 on: January 28, 2010, 10:42:04 pm »

Okay, here are the crappiest textures ever:
Spoiler (click to show/hide)

Send me your own textures,
 and I'll add them in.

Candidates are 256x256 BMPs.
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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

jplur

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Re: Cloud Scream 0.39 Released > Water Displacement and Swimming
« Reply #752 on: January 28, 2010, 10:48:10 pm »

a little adventure:
Spoiler (click to show/hide)

I found some sea meat and ate it!

Edit: Check out my cc-by texture pack http://www.terrasirenum.com/wordpress/?page_id=67
« Last Edit: January 28, 2010, 10:50:47 pm by jplur »
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Outcast Orange

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Re: Cloud Scream 0.39 Released > Water Displacement and Swimming
« Reply #753 on: January 28, 2010, 11:17:56 pm »

Can I use these?
They look awesome!
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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

qwertyuiopas

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Re: Cloud Scream 0.39 Released > Water Displacement and Swimming
« Reply #754 on: January 28, 2010, 11:21:12 pm »



For players who want little more than a grid. (Use texture for *everything* that is a block, keep old colours)
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Outcast Orange

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Re: Cloud Scream 0.39 Released > Water Displacement and Swimming
« Reply #755 on: January 29, 2010, 12:08:01 am »

Sounds cool, but white is the transparency color,
 and everything else is opaque.
A good way to achieve that would be to pixelate the grey area.
I sort of like the flat colors and such,
 so I am reluctant to go full texture.
Or at least have a toggle available.
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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

Outcast Orange

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Re: Cloud Scream 0.39 Released > Water Displacement and Swimming
« Reply #756 on: January 29, 2010, 03:49:30 am »

I've got to stop vowing to things.
Good night Bay12.
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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

Hippoman

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Re: Cloud Scream 0.39 Released > Water Displacement and Swimming
« Reply #757 on: January 29, 2010, 08:16:23 am »

cool cool. Now in your caves you can have cave drawings.
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Outcast Orange

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Re: Cloud Scream 0.39 Released > Water Displacement and Swimming
« Reply #758 on: January 29, 2010, 01:04:33 pm »

Umm... that is like the least of the things that I could do.

But I like the idea.
Maybe later.

For now, I'm going to scour the planet for decent textures,
 and get this thing looking tip top.

If anyone has anything good to donate,
 I'd be happy to add it in.

I still need decent textures for different layers of rock.
EDIT:
Bark texture is also needed badly.

Once I have all materials well represented,
 I'm going to finish up the tree growth bug,
 and release a full texture version.
At first I was worried that the textures destroyed the "feel" of my game,
 but they're starting to grow on me, and the more I mess with them,
 the better it looks.

Thank you Jplur.
« Last Edit: January 29, 2010, 02:03:51 pm 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

Outcast Orange

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Re: Cloud Scream 0.40 Released > Textures
« Reply #759 on: January 29, 2010, 03:43:08 pm »

Okay, here is the latest:
Spoiler (click to show/hide)

Besides the textures,
 I've also fixed the tree bugs,
 and now they require water to survive.

I don't think it's balanced,
 so if anyone has the time to dedicate,
 let it run an hour, and see if the trees are all dead,
 or overpopulated, or whatever.

I've tweaked the physics of erosion again,
 so now tight water passages through soil will cause a lot more damage.

The game has the added ability to displace Orange,
 so now you can ride on top of those growing waterplate stems.

Cloud Scream 0.40

Feel free to submit better textures.
« Last Edit: January 29, 2010, 03:45:29 pm 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

Armok

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Re: Cloud Scream 0.40 Released > Textures
« Reply #760 on: January 29, 2010, 04:34:13 pm »

Lag...
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Sszsszssoo...
Sszsszssaaayysss...
III...

Outcast Orange

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Re: Cloud Scream 0.40 Released > Textures
« Reply #761 on: January 29, 2010, 07:35:08 pm »

There are two things causing a slowdown now.
Obviously, the textures,
 but also, a slightly better erosion detection,
 designed to cause mud where a cave river molests a ceiling.

I'm probably just going to put a toggle on textures,
 and they will be an extra thing for people with nice machines.

I'm brainstorming shortcuts, or procedures to deal with the ceiling issue better.

I'm heading out to a home improvement store for materials,
 as I'll be building a new sort of table for my monitors.
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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

Armok

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Re: Cloud Scream 0.40 Released > Textures
« Reply #762 on: January 29, 2010, 08:04:54 pm »

OR you could optimize it...

If you got it to change areas properly, you could have a much smaller area loaded at any given time without it feeling restricting, making it lots faster.
Also, you could combine tiles that are not  chang8ing at the moment to larger objects that can be rendered in one go.
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So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

Outcast Orange

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Re: Cloud Scream 0.40 Released > Textures
« Reply #763 on: January 29, 2010, 11:03:29 pm »

That would just take longer.
For it to combine a 3x3 flat area of tiles,
 it would have to draw the same amount of tiles,
 it would be subject to the same roll through process,
 and on top of that, it would have to do the calculation,
 and figure out if the tiles are static or not.

I've optimized the hell out of it.
It's slow for a reason.
There are a huge amount of tiles being tested for interactions,
 and a ton of moving water also.
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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

qwertyuiopas

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Re: Cloud Scream 0.40 Released > Textures
« Reply #764 on: January 29, 2010, 11:21:50 pm »

Display lists?
(If you don't already, one for a textured and one for an untextured terrain cube would likely speed things up a bit. Maybe.)
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Eh?
Eh!
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