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Author Topic: Cloud Scream > Development on Pause  (Read 86939 times)

SolarShado

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Re: Cloud Scream 0.37 Released > Improved Graphics
« Reply #690 on: January 22, 2010, 07:38:55 pm »

Things are shapes, just not the ground.
Deal with it, or there will be no frame rate.
I'll probably add in simple slopes eventually,
 but that doesn't sound that fun to me right now.
:C mountains look so unnatural though!

If you think about it, there is a limit to how realistic it can look with the strict 3D grid Orange is using. Sure, you could add code to change the apearance of a tile to a hill, but then you'd have to affect the appearance of surrounding tiles too, including any occupants of the tiles in question. How would the current player character look hovering over a slope?

I'm not saying it can't be done, I'm sure it can; but nothing comes to mind, so I'm assuming it would not be easy.
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Outcast Orange

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Re: Cloud Scream 0.37 Released > Improved Graphics
« Reply #691 on: January 23, 2010, 12:15:06 am »

I've thought of a good way to decent way to handle it,
 but after first attempts, it turns out to be really complicated.
After I've had more practice manipulating the geometry of the tiles,
 I'll probably make another attempt.

It's hard to tell, but the current version draws (I'm guessing) about 50% less tiles.
On flatter maps, that number is probably closer to 70%.
It moves the work load away from the physics, and over to the render function,
 which in some cases speeds it up, but in others actually slows it down.
There was no other way to do the water though, so it worked out pretty well.
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Burried Houses - Platform Explorer Demo H - Cloud Scream

Outcast Orange

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Re: Cloud Scream 0.37 Released > Improved Graphics
« Reply #692 on: January 23, 2010, 04:24:06 am »

It doesn't really contribute much to the progress of the game,
 but here is a demo of the latest debug tools:
Spoiler (click to show/hide)

Testing for bugs and crafting useful situations is going to be a blast now.
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Burried Houses - Platform Explorer Demo H - Cloud Scream

Outcast Orange

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Re: Cloud Scream > Updated Screens (First Post)
« Reply #693 on: January 24, 2010, 03:00:00 pm »

Crazy demonstrative image of erosion and dried up waterfall:
Spoiler (click to show/hide)

I've added in basic erosion and a soil/mud/sand relationship.
Water removes dead plant matter too.


Mud can actually dry up back into firm ground,
 so now there is a sort of balance,
 instead of the ground all breaking up the more you are around.

Also, if you were an omega nerd:
 You could manipulate this process in order to put a roof where there previously wasn't one.

The debug tools are CAPITAL LETTERS.
Try and find them if you want to screw around with the physics.
Also, it seems to crash a lot less.
Let me know if this is indeed the case.

Sorry, no natural rivers yet, at least not on startup.
I'm working on it though.
Also, the next release should let you drown,
 and deal with all of the upsetting displacement issues.

Here's the link:
http://www.mediafire.com/?jhw3wmgh0ty

I'd like to know how bad the lag is on other computers.
My computer is nowhere near being a gaming rig, and it handles it pretty well.
Let me know how fast it's running, and what sort of map you are in.

BTW, ocean maps work now, but they are super slow.

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

Burried Houses - Platform Explorer Demo H - Cloud Scream

Hippoman

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Re: Cloud Scream 0.38 Released > Erosion, Mud, and Sand
« Reply #694 on: January 24, 2010, 03:17:34 pm »

I'll try it out in a bit.
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Armok

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Re: Cloud Scream 0.38 Released > Erosion, Mud, and Sand
« Reply #695 on: January 24, 2010, 03:24:34 pm »

Woah, this is awesome!
You actually got an ecosysyem; trees, animals, water erosion... This could end up a really epic thing.

Lag for me is noticeable, but not unplayable.

Suggestions/bugs:
* User configurable keys. Consider aving the default for down be Q rather than r.
* Water makes the ground invisible under it.
* easy to get stuck in water, consider implementing swiming.
* varied biomes. Some places shuld be so lush with trees that you can hardly move, others desserts. Curently evrything is just woodland with same variation in density. Consider jungles, moores, deserts, swamps, plains, rocky landsapes... the list goes on and on. Preferably this shuld be generated in some emergent way that reults in all of these and many more withoute having to explictly program them in individualy, using simple variation in varius climate and geological variables, and randomly generated species.
* scaling hills. basicall, make an alternative autojump that jumps only one tile and dosn't pause.
-more to come-
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Hippoman

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Re: Cloud Scream 0.38 Released > Erosion, Mud, and Sand
« Reply #696 on: January 24, 2010, 03:26:44 pm »

Everything should be real time.
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Armok

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Re: Cloud Scream 0.38 Released > Erosion, Mud, and Sand
« Reply #697 on: January 24, 2010, 03:46:29 pm »

Hmm, I have another problem: it dosn't generate more map when you get to the edge.

Also, this would be sooo epic if you could see the entire world at the same time...
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Outcast Orange

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Re: Cloud Scream 0.38 Released > Erosion, Mud, and Sand
« Reply #698 on: January 24, 2010, 03:50:21 pm »

I know! That would blow my mind.

EDIT:
It might only work if you jump off the map edge, into the supposed location of the new map.
Also, make sure you are Orange when you do.
« Last Edit: January 24, 2010, 03:52:10 pm by Outcast Orange »
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Burried Houses - Platform Explorer Demo H - Cloud Scream

Armok

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Re: Cloud Scream 0.38 Released > Erosion, Mud, and Sand
« Reply #699 on: January 24, 2010, 04:02:19 pm »

I just fall down  past it...

Hey wait! This time it did something.
I went towards the edge and jumped extra far, it froze for a few minutes, and then it showed the new terain, and then it crashed when I tried to move.

I really think it shuld load new tearain a lot erlier, maybe wen you come within 1/5th of the map away from the edge? Also, it really needs to be optimized.
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Outcast Orange

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Re: Cloud Scream 0.38 Released > Erosion, Mud, and Sand
« Reply #700 on: January 24, 2010, 04:04:26 pm »

I'm not proud of the map edges, but they work sometimes.
It would be a terrible week long struggle to do anything about it,
 and I'd rather abandon the edges for the time being.
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[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Armok

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Re: Cloud Scream 0.38 Released > Erosion, Mud, and Sand
« Reply #701 on: January 24, 2010, 04:08:20 pm »

Can you post the relevant code?
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Outcast Orange

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Re: Cloud Scream 0.38 Released > Erosion, Mud, and Sand
« Reply #702 on: January 24, 2010, 04:23:46 pm »

Here's the reason I can't have them generate until you are on them.
Each map takes up the maximum size of the middle array.
If I had them spawn before you were actually IN them,
 that would mean the map would spawn, and then the map you were standing on would be
"out of boundaries".
So physics would break, and everything bad would happen.
When you walked and reached the interior map edge,
it would all reverse, and seem like nonsense to the player.

Also, some people would turn around and head back,
 while the old map still appeared to be present.
This would only cause terrible things to happen, and likely a crash.
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[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Outcast Orange

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Re: Cloud Scream 0.38 Released > Erosion, Mud, and Sand
« Reply #703 on: January 24, 2010, 06:18:29 pm »

Lol! Wow.

If bananas are proof of God (ROFL) then spaghetti squash is definitive proof.
I mean, its a squash, the size of a cantaloupe,
 but when you boil it, it comes apart in spaghetti strings,
 and tastes exactly like spaghetti.

Where the hell did these things come from?
Not as good as real spaghetti, but a close second if none is present.

EDIT:

I take it all back!
This demonic fruit is proof of HFS!

I think I'm gonna throw up.
« Last Edit: January 24, 2010, 06:22:49 pm by Outcast Orange »
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Burried Houses - Platform Explorer Demo H - Cloud Scream

Org

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Re: Cloud Scream 0.38 Released > Erosion, Mud, and Sand
« Reply #704 on: January 24, 2010, 06:25:34 pm »

Wat?
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