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Author Topic: Cult - New Development Video (5-10-12)  (Read 114256 times)

Lord Dullard

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #615 on: October 07, 2011, 02:15:43 pm »

this is an interesting simple tutorial you might find interesting

Thanks. I actually edited the font/tile that way on purpose, to try and create the effect of 'waves' in the water, but I probably failed miserably. I'll try a more generic-looking/even tile next to see if that's any better.
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nenjin

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #616 on: October 07, 2011, 02:16:38 pm »

That looks very smexy. I love the shallow water tile gradient into deep. I'm going to stoke your ego a bit and say that's like small scale DF levels of natural beauty.
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Lord Dullard

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #617 on: October 09, 2011, 11:29:55 am »

Warning: Large Image

More experimentation with 'tiled' fonts. In this one the grass, desert, mountains, and water all have texture. Trying to decide whether I like it or if I should just go back to solid colors. I do like that it blends the edges of deserts into grass more evenly. Oh, and I edited the water tile to be (hopefully) less annoying.
« Last Edit: October 09, 2011, 11:32:35 am by Lord Dullard »
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shadenight123

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #618 on: October 09, 2011, 11:50:28 am »

Warning: Large Image

More experimentation with 'tiled' fonts. In this one the grass, desert, mountains, and water all have texture. Trying to decide whether I like it or if I should just go back to solid colors. I do like that it blends the edges of deserts into grass more evenly. Oh, and I edited the water tile to be (hopefully) less annoying.

nice!
>.> the blending in is a nice addition.
and it could also be used programming side, right? like, to stop civilizations based on farmland to go on and civilize the desert. when there is a "blending" tile with desertic zone go "alt" . >.> (or similar dunno how you coded it)
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Lord Dullard

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #619 on: October 09, 2011, 11:56:04 am »

Warning: Large Image

More experimentation with 'tiled' fonts. In this one the grass, desert, mountains, and water all have texture. Trying to decide whether I like it or if I should just go back to solid colors. I do like that it blends the edges of deserts into grass more evenly. Oh, and I edited the water tile to be (hopefully) less annoying.

nice!
>.> the blending in is a nice addition.
and it could also be used programming side, right? like, to stop civilizations based on farmland to go on and civilize the desert. when there is a "blending" tile with desertic zone go "alt" . >.> (or similar dunno how you coded it)

Those kinds of restrictions are already accounted for in the code (any tile with desert is already designated as such in the world feature dictionary), but thanks for the idea. :)
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Epithemius

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #620 on: October 09, 2011, 06:21:50 pm »

Posting to follow. Looks great so far!
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nenjin

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #621 on: October 09, 2011, 06:27:24 pm »

Yeah I like the look of that better.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Sentientdeth

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #622 on: October 09, 2011, 10:21:14 pm »

So beautiful...
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Aklyon

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #623 on: October 09, 2011, 10:25:08 pm »

Looks cool.
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mr. macduggan

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #624 on: October 09, 2011, 11:15:12 pm »

I actually preferred the nontiled fonts for the water and the terrain, but that's just me.

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finka

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #625 on: October 10, 2011, 11:47:47 am »

If you could choose randomly from more than one tile for displaying these textured regions, that would help to reduce the griddy visual artifacts further.  (I don't know if libtcod imposes font size limits on you or whatnot.)
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Roboboy33

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #626 on: October 10, 2011, 11:45:05 pm »

Is it possible to dig out walls and build stuff?
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Lord Dullard

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #627 on: October 11, 2011, 01:58:25 am »

Is it possible to dig out walls and build stuff?

No, not yet. Sadly I haven't had much time to work on this lately. Once I get the main game engine going, however, I do plan on having modifiable terrain as well as a building engine that will allow the player to save architectural 'blueprints' of their own making and then reapply them to any other suitable location.
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Sentientdeth

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #628 on: October 12, 2011, 07:03:17 am »

I've opened a blog to make note of my musical exploits.  There you can find tracks that I'm writing for Cult, as well as some of my older work.  There is the completed version of the worldbuilding theme, and a new track for autumn.

http://sentientdeth.blogspot.com/
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Mephansteras

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Re: Cult - NEW ALPHA TECH DEMO v0.2!
« Reply #629 on: October 12, 2011, 02:11:47 pm »

I've opened a blog to make note of my musical exploits.  There you can find tracks that I'm writing for Cult, as well as some of my older work.  There is the completed version of the worldbuilding theme, and a new track for autumn.

http://sentientdeth.blogspot.com/

Those are some pretty nifty tracks!
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