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Author Topic: Cloud Scream > Development on Pause  (Read 86915 times)

Outcast Orange

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Re: Cloud Scream 0.41 > New Screens
« Reply #795 on: February 02, 2010, 04:58:27 pm »

Okay wow, a ton of comments! : )

First off, anyone having issues with underground mining,
 try pressing 'c' and hope that one of the resulting slice views is what you want.

Everyone else:

The waterplates can be found in the upper reaches of the universe.
Look for tiles with no grass on them.


If you stand in the center of a growing stem,
 it will carry you to the top as it grows.
There are a ton of bugs with that,
 and it is possible to be buried inside or even cloned.

I also find in some situations that
 removing a bud from a tree causes all sorts of ugly problems.

On water behavior:
Spoiler (click to show/hide)

Anyways, I have added a toggle,
 and the ability to change the draw distance in Orange mode.

So now you can just shrink the draw distance to a manageable size,
 and if that doesn't work, just disable the textures altogether.

I'm really pleased with the textures,
 but sometimes I think the flat shades look just as pretty.

EDIT:

You can also zoom in and out with 'u' and 'o'.

@timmeh: The ground is hollow underneath
 because I haven't added in the rest of the rock layers yet.
I'll probably hold off on that until after I have my 3D map carve working better.
« Last Edit: February 02, 2010, 05:05:46 pm by Outcast Orange »
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Burried Houses - Platform Explorer Demo H - Cloud Scream

Cheddarius

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Re: Cloud Scream 0.41 > New Screens
« Reply #796 on: February 03, 2010, 01:36:56 am »

Hm, sounds cool, I'll try it.
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Bricks

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Re: Cloud Scream 0.41 > New Screens
« Reply #797 on: February 03, 2010, 12:25:02 pm »

Just tried this on a decent computer, and it worked great.  Still couldn't find a water plate.  Rain had some really interesting effects on terrain and the map in general.  It sometimes seemed to hang out right within my view until I moved up or down, and it refused to run off the map boundary, so any time water came into contact with a bottom soil tile it would erode and fall off the map.  I ended up with a mountain held up by some spindly stone legs.  The shadows were absolutely terrifying.

A few suggestions:  A shadow for both the cursor and Orange so we can see what tile we are dropping on; "climbing" tiles instead of the autojump for 1 z-level differences; destructive digging for soil.  The last mostly because I find the current digging controls very unintuitive and punishing.
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Jack_Bread

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Re: Cloud Scream 0.41 > New Screens
« Reply #798 on: February 03, 2010, 12:26:57 pm »

I downloaded and played it. It was really laggy. :\
The textures are awesome, though. :)

Armok

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Re: Cloud Scream 0.41 > New Screens
« Reply #799 on: February 03, 2010, 02:10:41 pm »

That  reminds me of an idea I had; A kind of auto dig mode that dosn't change the actual in game abilities or simulation, but rather simply automates the carrying of soil outside, buming it, and returning to were you were. Presumably the implementation would be to simply set a dumping point, and then retrace your steps back and forth.
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Outcast Orange

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Re: Cloud Scream 0.41 > New Screens
« Reply #800 on: February 05, 2010, 01:51:09 pm »

Okay, the new changes are added, and there are quite a few of them.

First off, 't' toggles graphics.
If nothing else works,
 you can now turn off the textures for massively improved frame rate.

When you are Orange, you can modify the draw distance with 'f' and 'g'.
Just pull the draw distance in closer and the frame rate will sky rocket.

Eventually these will have default values set in some sort of init file,
 so you can customize your draw distance and stuff so it always runs at an optimum speed.

Okay, so now that lag is permanently fixed,
 lets cover the game play changes.

Hiding is finally fixed.
You are now capable of staying alive for indefinite lengths of time.

You can now suffocate.
That's right, stay underwater or in a confined space for too long,
 and you will run out of air and die.
It doesn't insta-replenish either,
 so you will need to recuperate after lengthy cave dive explorations.

Also, I had the game running at a ridiculous frame rate for over 20 minutes without a crash.
I think those bugs are gone.

I've got a lot of plans for what to do over the weekend,
 so this game should get new features piled on heavy.

Here's the DL link:
Cloud Scream 0.42 (Hiding and Suffocation)

I'm sorry I kept these necessary features out for so long.
I was just sidetracked.
As always, enjoy!
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Burried Houses - Platform Explorer Demo H - Cloud Scream

Org

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Re: Cloud Scream 0.42 Released > Hiding and Suffocation
« Reply #801 on: February 05, 2010, 04:23:05 pm »

Noice. Looking forward to playing.
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Hippoman

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Re: Cloud Scream 0.42 Released > Hiding and Suffocation
« Reply #802 on: February 05, 2010, 04:47:35 pm »

you need to make a random building which is a cave only accessible from underwater.
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Outcast Orange

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Re: Cloud Scream 0.42 Released > Hiding and Suffocation
« Reply #803 on: February 05, 2010, 06:37:08 pm »

Caves can already do that.
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Burried Houses - Platform Explorer Demo H - Cloud Scream

Hippoman

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Re: Cloud Scream 0.42 Released > Hiding and Suffocation
« Reply #804 on: February 05, 2010, 10:57:23 pm »

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Outcast Orange

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Re: Cloud Scream 0.42 Released > Hiding and Suffocation
« Reply #805 on: February 06, 2010, 12:01:22 am »

Major dilemma fros!

Here are the choices:
Either maps are always generated fresh from a saved seed,
 or they save files are huge.

Either way, loading between maps will take longer.
I'm starting to think of map changing as a more permanent thing,
 to be done sparingly.

There really isn't a better way to do this if you realize that the map is 200x200x200,
 and can no longer be saved as a height map due to added complexity.

So basically, there will be no more save files, unless you later specify an area as a "home".
The home will be saved in full detail as a huge file.

In better news, 3D generation is nearing completion,
 and the maps should be all sorts of crazy round.
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Burried Houses - Platform Explorer Demo H - Cloud Scream

Hippoman

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Re: Cloud Scream 0.42 Released > Hiding and Suffocation
« Reply #806 on: February 06, 2010, 12:30:25 am »

whats the floating purple stuff?
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Outcast Orange

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Re: Cloud Scream 0.42 Released > Hiding and Suffocation
« Reply #807 on: February 06, 2010, 02:30:14 am »

: D

I figured someone would notice eventually.
I'm not sure what they are.
I added them in on a whim.
It's cool when you find them wedged into cliffsides.
They make great overhangs.

Anyways, here is a screenshot:
Spoiler (click to show/hide)
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Burried Houses - Platform Explorer Demo H - Cloud Scream

James.Denholm

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Re: Cloud Scream 0.42 Released > Hiding and Suffocation
« Reply #808 on: February 06, 2010, 07:07:14 am »

Wow. It's like there's some God above it all, and he's got dandruff!

On a more serious note, have you considered somehow allowing the players to gen worlds larger/smaller than 200 by 200 by 200? If my guess is correct, smaller worlds will result in faster frames per second.
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LegoLord

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Re: Cloud Scream 0.42 Released > Hiding and Suffocation
« Reply #809 on: February 06, 2010, 08:05:01 am »

Is that snow?
And @ James, just like in dwarf fortress, I don't think it'd so much be a matter of world map size as local map size, given what Orange has said about his programming.  He would know better than me though.
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