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Author Topic: Cloud Scream > Development on Pause  (Read 86948 times)

Outcast Orange

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Re: Cloud Scream 0.38 Released > Erosion, Mud, and Sand
« Reply #705 on: January 24, 2010, 06:40:46 pm »

This damned horrible fruit poisoned my happiness!

I rue the day! Rue!
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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

LegoLord

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Re: Cloud Scream 0.38 Released > Erosion, Mud, and Sand
« Reply #706 on: January 24, 2010, 06:59:10 pm »

Perhaps the spaghetti squash got to his head as well as his gut.  It clearly wasn't making him feel good physically by what he said.  I would recommend bananas.  Good for an upset stomach.
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"Oh look there is a dragon my clothes might burn let me take them off and only wear steel plate."
And this is how tinned food was invented.
Alternately: The Brick Testament. It's a really fun look at what the bible would look like if interpreted literally. With Legos.
Just so I remember

Outcast Orange

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Re: Cloud Scream 0.38 Released > Erosion, Mud, and Sand
« Reply #707 on: January 24, 2010, 08:07:57 pm »

His?

Who's?

I don't understand anymore.
Life was so simple before I consumed that terrible villainous fruit.
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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

James.Denholm

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Re: Cloud Scream 0.38 Released > Erosion, Mud, and Sand
« Reply #708 on: January 24, 2010, 09:57:11 pm »

Quickly! We must amputate!

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

On the topic of Cloud Scream, I remember seeing this before and, well, not abandoning it as much as watching it pass by and stereotyping it as just another quirky odd thing and forgetting about it, but now I look at it with new eyes!

You've really done well with this! This is quite an interesting little thing! I'm certainly going to have to have another look at this.
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Imagine a combination of power goals 44 and 45: The ruler convenes a council of the nobles to appoint you the high priest of the nearby towns. Instead of waiting for them to finish their drinking session, you walk in and crush a goblet while berating their disgusting behaviour and general incompetence.

Outcast Orange

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Re: Cloud Scream 0.38 Released > Erosion, Mud, and Sand
« Reply #709 on: January 24, 2010, 10:04:50 pm »

Why thank you, stranger!
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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

timmeh

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Re: Cloud Scream 0.38 Released > Erosion, Mud, and Sand
« Reply #710 on: January 25, 2010, 01:09:28 am »

With the erosion, water, and test keys, I have spent at least an hour messing with this already, and only stopped cause I need the sleep :P

I found a starting area with some cliffs and carved a small river-bed to one of the edges, then dug a big hole and built a dam at the bottom of the cliff.  I spawned some water at the start of the river bed, and watched the erosion and water work as it ran along the trench to the cliff, and then the erosion again as it tore through my 1-tile thick dam :D

The only bugs and such I noticed have already been mentioned (water letting me see through the tiles below it, and the hill scaling thing).  One other thing I might suggest, is letting ground tiles sink when dropped, if it wouldn't be really difficult/time consuming.  The first time I tried building the dam I tried after adding some water, and the water kept flowing under it, and holding the dam up like a bridge.  Would be awesome for wood and other light materials (leaves, etc.) to do this, but makes a bit less sense for large clumps of rock or dirt to float.

Looking good though!  I'll be messing around with this more tomorrow, if I haven't procrastinated so much on my school-work that I have to spend all day on that :P
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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.

Armok

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Re: Cloud Scream 0.38 Released > Erosion, Mud, and Sand
« Reply #711 on: January 25, 2010, 07:34:16 am »

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.
Huh? It sounds like you have done something really bad somewhere...
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So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

Outcast Orange

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Re: Cloud Scream 0.38 Released > Erosion, Mud, and Sand
« Reply #712 on: January 25, 2010, 09:38:47 am »

The most capable solution would be to designate a strip of land as "map boundary",
 and treat it differently from the rest of the maps.

That would require a headache of rethinking,
 but I'll probably get around to it as less interesting and exciting things come to mind.

No hard feelings about that terrible fan-fic Armok.
You are a reliable source of suggestions actually.
I just think that too large a percentage
 of your suggestions leave me scratching me head.

Like when you suggested I add in time travel.
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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 0.38 Released > Erosion, Mud, and Sand
« Reply #713 on: January 25, 2010, 10:00:11 am »

Hmm, wait a moment... It sounds like you have made so you can't have an area loaded that contains parts from more than one local map?

Also, I've discovered some more bugs:
*subdivines don't work properly on the local map. or at all, really.
* when you fall down the bottom, you appear at the top of the map rather than loading the one below.
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So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

Outcast Orange

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Re: Cloud Scream 0.38 Released > Erosion, Mud, and Sand
« Reply #714 on: January 25, 2010, 10:14:20 am »

True, true.

Map movement on the Y-axis isn't implemented yet, due to the way height maps work.
I've got a new (third time) map generation process in the works though,
 which should alleviate all concerns, and make this readily possible.

Also, I have no ****ing idea how to do subvines right now.
I'll think about it eventually, but for now,
 they just spruce up the universe view very slightly.
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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 0.38 Released > Erosion, Mud, and Sand
« Reply #715 on: January 25, 2010, 10:38:41 am »

You use just a simple heightmap? You shuld try for some true 3d solution instead.
If it's a 2d heightmap, you really have no exuse for that slowness in generating it...
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So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

Outcast Orange

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Re: Cloud Scream 0.38 Released > Erosion, Mud, and Sand
« Reply #716 on: January 25, 2010, 10:54:54 am »

I have no idea why it takes so long.
Each average curve takes like 0.5 seconds,
 and there are like 30 of them.

I have been messing around with a more permanent 3D solution,
 as mentioned a post above.

Anyways, here is the new stuffs:
Spoiler (click to show/hide)

That is a (mostly) underground water feature.
Don't worry, this is before I've added height variation,
 but basically, it's a good representation of what caves will be like.

Another thing to note (if you are perceptive)
is that there is a waterseed right in the center of it.

I wish I had stayed on that map,
 but instead I decided to close out and go post some pictures.

EDIT:

I've added slight vertical variation to the rivers.
I also deleted the code that was causing the new maps to insta-crash.

Here's a screen of a site I came upon while testing the map boundaries:
Spoiler (click to show/hide)

That's a completely natural map feature, I had no hand in crafting or modifying.
Two lakes, joined by an underwater cave, which has softened and eroded the conjoining hill.
A second "branch" of that tunnel heads further underground, into a big open chamber.

Luckily, I haven't closed the window yet,
 so I should be able to return and mess around with it now.
« Last Edit: January 25, 2010, 11:22:02 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

alfie275

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Re: Cloud Scream 0.38 > Rivers / Caves
« Reply #717 on: January 25, 2010, 12:24:59 pm »

What method are you using for the caves?
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Outcast Orange

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Re: Cloud Scream 0.38 > Rivers / Caves
« Reply #718 on: January 25, 2010, 03:22:53 pm »

Noodles.

Lots of noodles.

Actually, I've added a ton more variation, and things are looking a lot less noodley.
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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

Hippoman

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Re: Cloud Scream 0.38 > Rivers / Caves
« Reply #719 on: January 25, 2010, 04:53:48 pm »

Noodles.

Lots of noodles.

Actually, I've added a ton more variation, and things are looking a lot less noodley.
cool.
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