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Author Topic: Cloud Scream > Development on Pause  (Read 86796 times)

Outcast Orange

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Re: WorldJem: Hellspikes (coming soon!)
« Reply #120 on: October 18, 2009, 12:31:00 am »

I like some of what you are saying, but please remember, this thing takes time to run.
I had abandoned the 3D earth because of the fact that 3D gravity made me angry.
I'm content with leaving it 1-dimensional.

I like the idea of "Entropifers", but I would prefer they were a special circumstance, then a method of seeding.
Upward waterfalls... I'm pretty sure I want water to fall down, but there could always be special instances.

Thank you for the input!


On another note, I've got the hellspikes to a (in my opinion) finished state.
They sort of hook up towards the tips, but I guess that looks cool anyways:
Spoiler (click to show/hide)


Please note, the color is not final. I just wanted them to stick out for testing purposes.
Once I've locked in my decision about leaving them as-is and moving on,
I will make them dark grey with a hint of blue.

EDIT: Please note that I may not be following all of everybody's ideas as intended,
but I am drawing from your suggestions.
This thing is a little hard to wrap my mind around sometimes,
so extra creativity really helps bucket loads.

Everybody cool with that?

Also, since Boski's spikes are finally in, he may have a cookie.


« Last Edit: October 18, 2009, 12:36:30 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

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Boksi

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Re: WorldJem: Hellspikes (coming soon!)
« Reply #121 on: October 18, 2009, 06:53:53 am »

Cookie! YAAAY!

But I was seriously worried when I saw the color of the spikes, because of other similarily-colored spikes I can think of. Good thing it isn't final.

PROTIP: If you want a color that stands out, use 255,0,255, not fleshy pink.
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[BODY_DETAIL:NAIL:NAIL:NAIL]
[HAMMER:HAMMER:HAMMER]

[TSU_NOUN:nose]
[SUN_TSU_NOUN:art:war]

Outcast Orange

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Re: WorldJem: Hellspikes (coming soon!)
« Reply #122 on: October 18, 2009, 09:18:42 am »

Which spikes are  you referring to? I just increased the red value from the default grey,
because I didn't really care what color they showed up at the time.
I just wanted them to be different from the surrounding/covering rock.

Don't worry, I'll change the color, post a picture, and upload WorldJem and you can all have a go at
exploring the badly formed spikes.
I kind of like them right now, but they haven't been tweaked to perfection yet.
Also, they need to know when to stop growing, or as I mentioned earlier, stuff is going to start breaking,
and then the  screen-rate will plummet.
Maybe not, maybe it is a good thing that they will bring down a couple of planes.
I'll think about it.
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Outcast Orange

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Re: WorldJem: Hellspikes (coming soon!)
« Reply #123 on: October 18, 2009, 10:22:59 am »

Time for a link!

http://www.mediafire.com/download.php?2wjzw0tj1nt

The new controls are as follows, just for convenience:
WASDER - Move
ZXCV - Camera
FG - Zoom
HJ - Draw Distance

Enjoy!

Also, I've added a dark red core to the Hellspikes, to make them seem more interesting.
Tell me what you think.
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Outcast Orange

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Re: WorldJem: v0.4 Released!
« Reply #124 on: October 18, 2009, 11:13:42 am »

I've thought about it, and looked over the results, and I'm not very pleased with the Hellspikes right now.
I'm going back to the drawing board on this one.
The ultimate problem, is that the distances are not precise enough sometimes,
and too precise other times.
So I'm going to write a version that's entirely procedural,
and doesn't rely on an endpoint goal.

Also, I am considering turning them to a dark brown color,
with cores only existing at the base level.

Give me an hour or two.

Feedback?
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Armok

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Re: WorldJem: v0.4 Released!
« Reply #125 on: October 18, 2009, 11:35:12 am »

AUUGHN GIANT VOXELATED METTAL PHALUSES OH GOD BRAINBLEACH QUICK ONE ONE ONE
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B0013

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Re: WorldJem: v0.4 Released!
« Reply #126 on: October 18, 2009, 11:43:18 am »

I really like this project, now both this thread and your blog are in my bookmarks.

The only problem I see is related to the layering of the plates, since the terrain fall from above, some of the lower planes appear completely flat.

Hellspikes are nice.
« Last Edit: October 18, 2009, 11:45:23 am by B0013 »
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Outcast Orange

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Re: WorldJem: v0.4 Released!
« Reply #127 on: October 18, 2009, 12:23:09 pm »

I'm going to make them round instead of square shaped. (I feel stupid for not thinking of that before)
And now they are going to have only a set height value,
and a value called "jog" that indicates how often the size diminishes and direction changes.
When I mean set, I mean that I will be able to randomize it later.
Also, the jog is always (currently) 1/5 of the height.
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timmeh

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Re: WorldJem: v0.4 Released!
« Reply #128 on: October 18, 2009, 12:30:51 pm »

I think you need to include the dlls for OpenGL.  I get this error message on startup:

Test1.exe - Unable to Locate Component
     This application has failed to start because glut32.dll was not found.  Re-installing the application may fix this problem.

So glut32.dll is apparently needed, and there may be more, but I can't really tell yet :P
When I tried using allegro, I discovered that the easiest way to figure out what all needed to be included with the executable, was to download a working example game from the website and see which DLLs were included.  If you need to shrink the file size, you can always try moving them out of the folder one at a time to find any you don't need.

[EDIT]:  Looking great from the screenshots, can't wait to try it out!
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Outcast Orange

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Re: WorldJem: v0.4 Released!
« Reply #129 on: October 18, 2009, 12:43:03 pm »

I think you need to include the dlls for OpenGL.

Glut32 has been linked twice in this thread, including the front page,
where I always update the first post with useful information.
EDIT: It's also linked on my blog.
Don't worry, I understand.

AUUGHN GIANT VOXELATED METTAL PHALUSES OH GOD BRAINBLEACH QUICK ONE ONE ONE

They will be more round after I'm through with them.

I really like this project, now both this thread and your blog are in my bookmarks.

Thank you for following everything!
I was considering dropping this thread, or maybe just linking on the blog,
because I wasn't sure if people were reading both.
Now that I know, I can continue to write descriptions and ideas over there,
while dealing with the grimier stuff over here.

Don't worry about the flat plates, they are there to offer flat maps and such.
I am thinking of ways to manipulate them in the future.
I would like to see the flat plates covered in lakes at some point.


Thank you all for your input!
It definitely increases the rate and amount that I work.
The more I am motivated to work on my game, the less I waste time on the internet,
and the less motivated I am to spend four hours watching anime.

EDIT: Speaking of wasting time, I'm going to go listen to some Rammstein videos on Youtube.
On second thought, that actually might help me program the Hellspikes faster...




« Last Edit: October 18, 2009, 12:49:00 pm by Outcast Orange »
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timmeh

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Re: WorldJem: v0.4 Released!
« Reply #130 on: October 18, 2009, 12:48:54 pm »

Ah, sorry about that.  Looks great!

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On the Wall is a Masterfully engraved carving of Urist McHardcastle and Goblins. Urist McHardcastle is surrounded by the Goblins. The Golbins are stamping on Urist McHardcastle. Urist McHardcaste is laughing at the Goblins. The carving related to the prolonged and bloody death of Urist McHardcastle in the Fall of 1659, the Winter of 1659, and the Spring of 1660. On the engraving is an image of Cheese.

Outcast Orange

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Re: WorldJem: v0.4 Released!
« Reply #131 on: October 18, 2009, 01:09:25 pm »

No problem!

I'm diving back into programming, since Rammstein isn't helping much.

Also, Mondays and Wednesdays are my busy days,
so don't expect much out of me tomorrow.

I'll work on this as much as I can.
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Outcast Orange

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Re: WorldJem: v0.4 Released!
« Reply #132 on: October 18, 2009, 01:34:42 pm »

Spoiler (click to show/hide)

Looking better huh?
They're pink again, (bleh) and they aren't leaning anywhere, but at least they're round now.

I had an idea, looking at these super thick things.
They now have a tile type at the very base called "hellcore".
I want them to have a system similar to the plates, where any spike connected with a hellcore
will be freed from the domain of physics.
So there will be two separate systems of gravity lacking geography.

I have decided that if these things divide the plates up, the plates will fall.
So you can expect some animation on start up in certain (possibly rare) cases.
Of course, I'm not working on any of that yet.
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Outcast Orange

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Re: WorldJem: v0.4 Released!
« Reply #133 on: October 18, 2009, 01:37:24 pm »

Sorry for all of the back to back posts, but I keep getting ideas.

It would be cool if I took the process for making the cores of the old spikes,
and left them in as a sort of "hellgrass", that only grew about half as high as the spikes.
It could even be a different color, giving the bottom of the map a ton of personality.
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Killas[SiN]

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Re: WorldJem: v0.4 Released!
« Reply #134 on: October 19, 2009, 03:09:12 am »

Lookin' good!

How about the 'hellgrass' only sprouts when two different types plates collide?

I really like this project, now both this thread and your blog are in my bookmarks.
Same here!

It would be cool if there was a block which when triggered, sprouted a hellspike through the ground. It'll be like a phallic pressure trap!
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