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Author Topic: Cloud Scream > Development on Pause  (Read 86899 times)

Armok

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Re: Cloud Scream 0.43 Released > Days and Seasons
« Reply #825 on: February 06, 2010, 08:19:47 pm »

I don't have time to try it tonight, b ut this looks absolutely amazing.
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So says Armok, God of blood.
Sszsszssoo...
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Outcast Orange

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Re: Cloud Scream 0.43 Released > Days and Seasons
« Reply #826 on: February 06, 2010, 09:08:14 pm »

Thanks Armok!
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[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Jack_Bread

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Re: Cloud Scream 0.43 Released > Days and Seasons
« Reply #827 on: February 06, 2010, 09:09:59 pm »

I know those vine thing are buggy, but I just love em'. ;)
Anyway, I started messing around at the bottom of one because I also want to mess with the water.
I wanted to see how drowning worked, so I decided just to let the water take me.
Eventually I hit something invisible and the water began coming in from the sides and vanishing. :\ I wasn't able to jump, even in the water.
This was in the previous version, by the way.

Anyway, time to get the new version. :)

Ninja'd by Orange! :O

Outcast Orange

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Re: Cloud Scream 0.43 Released > Days and Seasons
« Reply #828 on: February 06, 2010, 09:13:02 pm »

I suppose those vines could be there for people
 who don't want the game to make any sense.
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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

GrafZeppelin

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Re: Cloud Scream 0.43 Released > Days and Seasons
« Reply #829 on: February 07, 2010, 02:50:39 am »

Oh man this game is awesome! I can't wait to see how it turns out :D

Outcast Orange

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Re: Cloud Scream 0.43 Released > Days and Seasons
« Reply #830 on: February 07, 2010, 10:28:47 am »

Thank you!

I suppose you got it to work then?
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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

Alexhans

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Re: Cloud Scream 0.43 Released > Days and Seasons
« Reply #831 on: February 07, 2010, 11:06:07 am »

Textures seem to perfectly fit into the game.

Congrats.  It looks fantastic.  I'll give it a try soon.
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Outcast Orange

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Re: Cloud Scream 0.43 Released > Days and Seasons
« Reply #832 on: February 07, 2010, 11:19:07 am »

I'm playing the game for a while,
 and looking for ways to make it easier or more simple to understand.
Digging is going to have a couple cues,
 so getting trapped in a pile of rubble will be much less frustrating.

I'm putting a slight highlight on carried blocks,
 and a slight highlight on Orange when he is trying to dig.

I'm also adding in the ability to cement things together.
The material of choice is mud.
So after a rain storm, you can scoop up some mud from your local pond,
 and go to work securing your cave entrance.
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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

GrafZeppelin

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Re: Cloud Scream 0.43 > Useful Changes In Progress
« Reply #833 on: February 07, 2010, 01:26:04 pm »

Yeah, I had the wrong amount of RAM on this one, it was around 1 gb, as opposed to the 2.5. It runs very well, and it doesn't freeze since it uses a scripted "3d" instead of "physical" models. The game looks and runs great, although it's still pretty confusing.

jarathor

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Re: Cloud Scream 0.43 > Useful Changes In Progress
« Reply #834 on: February 07, 2010, 02:12:31 pm »

Alright, I think I've found an actual bug this time. I was hanging out by a waterplate, and I saw that the pink disk in the center was supported by only one tile. So I dug it out, but it didn't collapse. Instead, I seem to have created a one-faced tile - only one face displays the original texture, while the rest display the water texture, and also only the face that displays the texture blocks movement through it:
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Outcast Orange

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Re: Cloud Scream 0.43 > Useful Changes In Progress
« Reply #835 on: February 07, 2010, 02:58:56 pm »

Hmm... if you could reproduce it, but move 1 tile closer towards the camera,
 so I could see the next row of tiles,
 then conclusions could be made.
There are odd bugs with the transparency features,
 so it might be an issue I have no proper solution for.
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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

jarathor

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Re: Cloud Scream 0.43 > Useful Changes In Progress
« Reply #836 on: February 07, 2010, 03:22:30 pm »

Alright, hopefully this gives you waht you need:

The other tiles I dug from above out of the waterplate, and they all came out with some sides transparent and some not, although I didn't manage to reproduce the part where Orange can pass through the transparent faces.
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Outcast Orange

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Re: Cloud Scream 0.43 > Useful Changes In Progress
« Reply #837 on: February 07, 2010, 03:54:26 pm »

Yeah, I know of that bug.
I'm not sure why, but sometimes the tiles next to water don't show up.
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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 0.43 > Useful Changes In Progress
« Reply #838 on: February 07, 2010, 05:44:55 pm »

Render order?

It messes up if something is drawn behind a transparent object after the transparent object has been drawn. It sees the pixels of the transparent object as closer, so it doesn't draw the object behind them.

Transparency just requires drawing transparent things after further away things so that it works correctly.

Test by having a transparent test block that is drawn first to replace the character object. Watch as it becomes a magic lens through the terrain.

Edit:
The simple fix is to draw all solid objects first, and then all transparent objects, and tolerate the less substantial issues with seeing a transparent object through another one, since they will only occure sometimes.

Alternatively, render in a grid pattern starting with the farthest bits, though that might work better or worse...
« Last Edit: February 07, 2010, 05:46:56 pm by qwertyuiopas »
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Outcast Orange

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Re: Cloud Scream 0.43 > Useful Changes In Progress
« Reply #839 on: February 08, 2010, 09:52:40 am »

That would all be very hard to do sensibly,
 and it would basically take twice as long to draw.
Maybe I'll know more about ordered lists some day,
 and I'll have a solution then.
For now, feast on this:

I've got universes saving in full detail,
 and maps saving in full detail.

If I get 1 last save file in, then there will be persistent maps,
 where you open the program, and the game is as you last left off.

So there will be a total of 30 MB per save file,
 unless you desire the game to remember other maps.

I'm assuming that ever map saved is another 15 MB added.
It won't be saving them by default, and there won't be an option to do that yet,
 but that is not a far off goal.

I intend for the game to save whichever map you mark as your "home",
 and if you save while not "home", then the new map will be your home, and saved.

Maybe it will save the old home too, maybe not.

I suppose you can just 'unmark' the map before you leave it,
 or delete it's file from the game folder manually.
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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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