Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 60 61 [62] 63 64 ... 81

Author Topic: Cloud Scream > Development on Pause  (Read 86860 times)

Alexhans

  • Bay Watcher
  • This is toodamn shortto write something meaningful
    • View Profile
    • Osteopatia y Neurotonia
Re: Cloud Scream 0.5 Released > Sort of...
« Reply #915 on: February 24, 2010, 09:32:31 am »

@qwertyuiopas:  You mean using a byte as if it were an array of bools (1-0)?   the checking if  the number is different from zero? 00000000 (only the last 6 bits are relevant).  If it was 00010000 you'd know you have to check?

@siquo:  AFAIK, they were designed like that.  Hollow. 

@Outcast:  I'll try it myself tonight because I have a lot going on right now.  But I'll try to check out the ogg vorbis streaming thing ASAP.
Logged
“Eight years was awesome and I was famous and I was powerful" - George W. Bush.

Outcast Orange

  • Bay Watcher
  • [SOMETIMES_SQUID]
    • View Profile
    • The Outcast Orange
Re: Cloud Scream 0.5 Released > Sort of...
« Reply #916 on: February 24, 2010, 11:56:38 am »

Currently, there inside of the ground.
Once I start working on subterranean features
 that will all be filled in with various layers of rock.
There are a ton of more important changes to be had first,
(so that the underground will work better)
 and a few changes I want to do really badly. (sanity conservation)
The underground is on the back burners until I work up the courage
 to tackle the uglier tasks.

Thank you, I am fairly proud of my terrain generator.
It can take any specified cube of land,
 and turn it into a slice of layered ground, depending on depth.

I like the idea of blocks having a visibility tag,
 and having the other blocks around tested when one is moved.

I actually tried to get that to work a couple times.

My main issue is what if blocks keep needing changed,
 and it makes a long chain of 'to be changed' tiles.
There are a few cases where there would be an infinite loop,
 and many cases where the game would have trouble
 keeping track of what to do next.

I think I'll have a shot at this some time though.
It would really benefit frame rate.
Logged
[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

  • Bay Watcher
  • [SOMETIMES_SQUID]
    • View Profile
    • The Outcast Orange
Re: Cloud Scream 0.5 Released > Sort of...
« Reply #917 on: February 24, 2010, 04:40:04 pm »

Spoiler (click to show/hide)
« Last Edit: February 24, 2010, 04:41:44 pm by Outcast Orange »
Logged
[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

Pillow_Killer

  • Bay Watcher
    • View Profile
Re: Cloud Scream 0.5 Released > Sort of...
« Reply #918 on: February 24, 2010, 04:49:24 pm »

Grats.
Logged
Quote from: x2yzh9
every man faps to every person he knows/likes. I've done that for about 2 girls that I've liked really, and it's because they have big boobs. 'Nuff said amirite?

qwertyuiopas

  • Bay Watcher
  • Photoshop is for elves who cannot use MSPaint.
    • View Profile
    • uristqwerty.ca, my current (barren) site.
Re: Cloud Scream 0.5 Released > Sort of...
« Reply #919 on: February 24, 2010, 06:41:43 pm »

@qwertyuiopas:  You mean using a byte as if it were an array of bools (1-0)?   the checking if  the number is different from zero? 00000000 (only the last 6 bits are relevant).  If it was 00010000 you'd know you have to check?

Well, it is more that if it checks the block in each direction, due to the way that arrays and the cache work, 4 of the 6 directions will almost certainly cause the cache to have to retrieve memory from the RAM, if I understand it correctly. If you only test values on the current block, it might be able to check a run of blocks before needing to cache memory.

Keep in mind that I don't have a very good understanding at all, but I know that it may be a problem.

Also, maybe look into compiler optimization settings? MinGW has a nice -O3, and defaults to no optimization at all(so that debugging is easier), and I am assuming other compilers do too, so you could probably get it to run faster with merely an option(Though it will compile slower)

Edit:
http://en.wikipedia.org/wiki/CPU_cache#Cache_misses
« Last Edit: February 24, 2010, 06:43:43 pm by qwertyuiopas »
Logged
Eh?
Eh!

Outcast Orange

  • Bay Watcher
  • [SOMETIMES_SQUID]
    • View Profile
    • The Outcast Orange
Re: Cloud Scream 0.5 Released > Sort of...
« Reply #920 on: February 24, 2010, 09:14:49 pm »

Grats.

: )

----------------------

On another note, I have added a new system to the game.
There are special OMITTED that you can find,
 which can be used for doing magics. (Mostly involving terrain alterations)

I'm not sure if I want to tell everyone how it works,
 or let people figure it out.
Either way, the game has a lot more potential now.

EDIT:

Just to be slightly more clear,
 the OMITTED is a consumable object.
« Last Edit: February 24, 2010, 09:16:50 pm by Outcast Orange »
Logged
[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

Org

  • Bay Watcher
  • Daring Hero
    • View Profile
Re: Cloud Scream 0.5 Released > Sort of...
« Reply #921 on: February 24, 2010, 09:27:13 pm »

Magics?
Oooo.
Exciting.
Logged

Armok

  • Bay Watcher
  • God of Blood
    • View Profile
Re: Cloud Scream 0.5 Released > Sort of...
« Reply #922 on: February 25, 2010, 10:32:29 am »

bugs: I can't hear any sound. There are often those black and white buggy auares inside mountains.
Logged
So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

Outcast Orange

  • Bay Watcher
  • [SOMETIMES_SQUID]
    • View Profile
    • The Outcast Orange
Re: Cloud Scream 0.5 Released > Sort of...
« Reply #923 on: February 25, 2010, 07:51:30 pm »

bugs: I can't hear any sound. There are often those black and white buggy auares inside mountains.

I'm not sure how to troubleshoot that sound problem,
 but since there are no errors for missing files,
 I'd suggest running it as administrator or something like that.

Also, try omitting the "rain" sound file,
 as that worked for Dwarven Smokeologist.

--------------------------------

The black and white squares are now standard all the way through
 if I haven't made a material for that particular depth of ground yet.
Logged
[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

Org

  • Bay Watcher
  • Daring Hero
    • View Profile
Re: Cloud Scream 0.5 Released > Sort of...
« Reply #924 on: February 25, 2010, 07:54:48 pm »

It looked good for the few minutes I played,
 but I hadn't had sound on.
Logged

SolarShado

  • Bay Watcher
  • Psi-Blade => Your Back
    • View Profile
Re: Cloud Scream 0.5 Released > Sort of...
« Reply #925 on: February 26, 2010, 04:05:25 pm »

This keeps getting more and more awesome... I haven't played any version in quite a while, but I have been following this thread, and I'm currently DL'ing the 100MB version.

Keep it up, Orange!  ;) ;D
Logged
Avid (rabid?) Linux user. Preferred flavor: Arch

Outcast Orange

  • Bay Watcher
  • [SOMETIMES_SQUID]
    • View Profile
    • The Outcast Orange
Re: Cloud Scream 0.5 Released > Sort of...
« Reply #926 on: February 27, 2010, 11:01:00 am »

Okay, a lot has happened lately.

First off, I've been looking into SDL.
If I can get something graphical to compile,
 I may redo the graphics end of Cloud Scream.
SDL also has sound support.

Latest developments:

- Rain falls round
- Creatures have sex variations (still only simple AI)
- Tons of large scale map features

I'm hoping those map features will make the maps seem more interesting
 and give the player more structures to screw around with.

I'll be working to add in a bunch of new map features,
 the idea being to overwhelm the player with things that they want to explore
 or investigate, making each map more interesting.

I've also added in simple temperature variations, and the trees haven't gone haywire,
 so I think I'll expand on it some more.

AI is next up too.
Logged
[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

  • Bay Watcher
  • God of Blood
    • View Profile
Re: Cloud Scream > More Changes
« Reply #927 on: February 27, 2010, 04:45:27 pm »

On AI, make sure you don't fall into the same trap as Toady, and make provisions for all sorts of unforseen eventualities like jumping and multi tile cretures.
Logged
So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

Org

  • Bay Watcher
  • Daring Hero
    • View Profile
Re: Cloud Scream > More Changes
« Reply #928 on: February 27, 2010, 04:46:17 pm »

Placeholders, at the least.
Logged

Outcast Orange

  • Bay Watcher
  • [SOMETIMES_SQUID]
    • View Profile
    • The Outcast Orange
Re: Cloud Scream > More Changes
« Reply #929 on: February 27, 2010, 08:23:21 pm »

: )

I am pleased to tell you that my game may never have those sorts of problems.

Main reason:
 I don't plan on putting in path finding.

----------------------

Anyways, onto more important things:

I spent all day, forty dollars,
 and a ton of wood glue to make this new desk for my setup.

My uncle helped out a lot,
 but only because I was using his garage/tools.
I'm happy he did, or it might have taken much longer.
Four semesters of stagecraft just doesn't compete
 with magic carpenter powers.

This desk is four feet across, fully enclosed,
 and there is a ton of leg room under here.
I'm already stuffed a high-speed fan and a modem up in there,
 and a few power-strips.

While I was rearranging my room,
 I realized that all of the black towels and blankets (which are usually draped all over everything)
 were really unclean with feathers, cat hair, and orange peels.
Once I get all of that washed and sorted back out,
 I'll probably upload some pics.

I'll probably be spending part of tomorrow moving around my furnitures some more,
 but progress on the game is almost guaranteed.

Logged
[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
Pages: 1 ... 60 61 [62] 63 64 ... 81