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Author Topic: Cloud Scream > Development on Pause  (Read 86808 times)

Taco Dan

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Re: Cloud Scream > Collapse Plants
« Reply #1035 on: March 08, 2010, 12:15:14 pm »

I can't run it at all:

The instruction at 0x70ce8e70 referenced memory at 0x00000004. The memory could not be read.

Click on OK to terminate the program
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I think I would remember if I had amnesia.
I'd like to remind everyone that half of the time I don't even know what I'm talking about. The other half of the time I only sort of know what I'm talking about.

Outcast Orange

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Re: Cloud Scream > Collapse Plants
« Reply #1036 on: March 08, 2010, 12:29:00 pm »

Hmm... not sure about that one.
Try running it a few more times,
 and as a last resort, move the sound files out of the folder,
 but leave the folders intact.

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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

Taco Dan

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Re: Cloud Scream > Collapse Plants
« Reply #1037 on: March 08, 2010, 12:36:40 pm »

Still doesn't work.
When I remove the sound files it doesn't even start up.
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I think I would remember if I had amnesia.
I'd like to remind everyone that half of the time I don't even know what I'm talking about. The other half of the time I only sort of know what I'm talking about.

Outcast Orange

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Re: Cloud Scream > Collapse Plants
« Reply #1038 on: March 08, 2010, 01:35:30 pm »

Is there a text file called "universe1" being created?
You might try deleting that.

I suppose if the sound isn't the issue, you should leave it in.
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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

Taco Dan

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Re: Cloud Scream > Collapse Plants
« Reply #1039 on: March 08, 2010, 02:06:44 pm »

The sound files were the issue, removing mapmake.wav, bgm2.wav and bgm3.wav allowed me to run the game. Strangely, replacing these files by renaming others (copied from the Spelunky folder) produces the same error message.

I wish there was some sort of options feature I could play around with, the camera movement speed is way too slow and I do't really like it going into real-time when I'm on the ground.

Aside from that it's a pretty nice game, if a little confusing.
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I think I would remember if I had amnesia.
I'd like to remind everyone that half of the time I don't even know what I'm talking about. The other half of the time I only sort of know what I'm talking about.

Outcast Orange

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Re: Cloud Scream > Collapse Plants
« Reply #1040 on: March 08, 2010, 02:27:09 pm »

Yeah, I have no idea why there are so many issues with sound not working.
Even on my computer it does odd things sometimes.

When we switch to .ogg support, it might fix these issues.

Thanks for the praise, but why don't you like the real-time?
Water doesn't seem the same when you only see it frame by frame.
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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

Taco Dan

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Re: Cloud Scream > Collapse Plants
« Reply #1041 on: March 08, 2010, 02:37:09 pm »

I'm just saying that if you can, please make it an option. I just prefer turn based.
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I think I would remember if I had amnesia.
I'd like to remind everyone that half of the time I don't even know what I'm talking about. The other half of the time I only sort of know what I'm talking about.

Alexhans

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Re: Cloud Scream > Collapse Plants
« Reply #1042 on: March 09, 2010, 12:23:00 pm »

super fast post:  Ogg works.  Stop.  Will document on it and send it to you ASAP.  Stop.  I sent you some IM but I'm unsure if you got them.  STOP.  Going to college.  Good luck.  Stop.
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SolarShado

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Re: Cloud Scream > Collapse Plants
« Reply #1043 on: March 11, 2010, 09:26:45 pm »

I've had a chance to play around some, and I must say, this has the makings of something uber-awesome. There are still several important features missing, but I've been following the thread, so I know that you're working on them.

I have to agree with Dan, the camera speed is too slow... Also, is there a first-person mode? i seem to recall that it was mentioned earlier in the thread, but i forget how (if) it was answered...

Keep it up Orange!!
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Outcast Orange

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Re: Cloud Scream > Collapse Plants
« Reply #1044 on: March 11, 2010, 10:01:25 pm »

There will be first person eventually maybe.

For now, I need to resurrect broken codes,
 and get these .ogg's working.
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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 > Collapse Plants
« Reply #1045 on: March 11, 2010, 10:11:13 pm »

Sorry...  I forgot to
a) Give you the binaries I built.
or
b) Tell you how to build them yourself (trickier than it should be)

I'll do it tomorrow... I just got home from college and I need to be at work in 7 hours (I need to dine, sleep & stuff in between)

My life just got really interesting with my new schedule...   :o

Building a openal/oggvorbis wrapper for clean calls from glut/whatever is going to be my medium/high priority.  I'll do it as soon as I can and don't have any other really pressing matters.
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“Eight years was awesome and I was famous and I was powerful" - George W. Bush.

Outcast Orange

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Re: Cloud Scream > Collapse Plants
« Reply #1046 on: March 12, 2010, 10:07:56 am »

Finally!

I have fixed my broken game,
 and can now resume work on the new map generation.

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

I've change the universe:local ratio,
 so now each universe map counts as 10 local tiles,
 instead of 20.
This means you will be getting more of the plate geometry included in each map.

Here's a screenshot of a map of the smallest plate I found,
 prior to any map processes:

Spoiler (click to show/hide)

I'm going to work on a superior erosion method,
 which will correctly figure complex map geometries,
 without murdering playability.

I am NOT using a 3D average curve, as that would take way too long,
 even with small maps.

I am simply going to reapply the current 2D curve in unique ways.
I'm expecting an increase in generation time, but it should still be manageable,
 and this overhaul is important to the future of map functions.

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

You will be happy to hear that I cut out the extra 400x400x400 tiles on each map.
 (which used to be preoccupied by safety void)
That means we have 60% more space in the tile class to add new tile attributes,
 giving the simulation much more room to grow in complexity.

EDIT:

I just got a cool idea, and I would like some input.
What if instead of overwriting purple blocks over the map after completion,
 it just changed everything in that area into a purple block?

That way you could have frozen purple landscapes,
 and in rare situations, purple frozen tree formations.
« Last Edit: March 12, 2010, 10:10:07 am 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 > Progress Resumes
« Reply #1047 on: March 12, 2010, 10:20:55 am »

Thats a great idea!
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Outcast Orange

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Re: Cloud Scream > Progress Resumes
« Reply #1048 on: March 12, 2010, 12:02:45 pm »

I was worried that this would completely destroy the sweet flowing hills of the current version,
 but these results are somewhat promising.

Here's the same island after the current methods have been applied:
Spoiler (click to show/hide)

I'm going to allow the average function to break layer boundaries,
 which should get rid of those odd y-axis jumps.

Don't worry, upward smoothing hasn't been added yet.
Once it has, the bottom should closely mirror the top.

Also, the random variation function will be rewritten before I put it back in.
That's why the map looks relatively uniform.

Check back for progress periodically,
 I feel like dev-logging.

EDIT: Okay, so I found a solution for those y-barriers,
 which was to add a rule that prevented ground from rounding out beneath them.
These maps generate extremely fast, but I still need to add in upward smoothing.

Here's a screenshot:
Spoiler (click to show/hide)

EDIT: I finally have upward rounding working,
 so this is a semi-finished product now.
Spoiler (click to show/hide)

Now that I have some sort of functioning generator,
 I'm going to experiment with alternate initial geometries.

EDIT: Okay, so there is mixed news.
The bad news is that the maps currently take twice as long to go together.
I'll be hunting for some way to reduce this.

The good news though,
 makes me all toasty inside.

Complex land formations! Yay!

Here, see for yourself:
Spoiler (click to show/hide)

Those are two land plates nearly contacting!
That is the sort of complex structure the old method can't do.
Now it supports full 3D multi-leveled maps!

You could have 3 plates stacked on top of each other,
 and it would generate half-way correctly.

EDIT: Guess what this is:
Spoiler (click to show/hide)

EDIT: Here's some progress:
Spoiler (click to show/hide)

I've got material selection working correctly,
 now all I need is some sort of depth deciding function.

That will be the hardest part.

EDIT: Okay, I shoehorned the old depth test into the new system:
Spoiler (click to show/hide)

Not bad?
« Last Edit: March 12, 2010, 03:07:27 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

Ironhand

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Re: Cloud Scream > Tons of Progress
« Reply #1049 on: March 12, 2010, 03:13:01 pm »

That is five kinds of awesome.

I think the only thing I DON'T particularly like is the sharp line in the middle of the formations.
I haven't looked at any of your algorithms, but how hard would it be to dither those hard edges together a bit?

EDIT:
Even better, rather than just designating the whole bottom half of a formation to be the magic purple material,
Put a cap on the bottom and then have purple 'veins' run up into the stone and dirt layers, like adamantine veins.

I only propose these ideas because I've seen what you're capable of.
Take it all with a grain of salt.
« Last Edit: March 12, 2010, 03:15:26 pm by Ironhand »
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