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Author Topic: Proceedurally Generated RTS  (Read 56957 times)

Draco18s

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Re: Proceedurally Generated RTS
« Reply #420 on: June 30, 2011, 06:57:48 pm »

How's this for stars and some lens flare?

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Virex

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Re: Proceedurally Generated RTS
« Reply #421 on: July 01, 2011, 04:18:37 am »

Hmm, the background is great, but the rocks don't mesh with it.
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Draco18s

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Re: Proceedurally Generated RTS
« Reply #422 on: July 01, 2011, 08:35:43 am »

Hmm, the background is great, but the rocks don't mesh with it.

Do you have a suggestion on what I could do to fix that?
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Virex

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Re: Proceedurally Generated RTS
« Reply #423 on: July 01, 2011, 09:36:25 am »

I'm no artist, so take this with a grain of salt, but I think the hard lines and primary colors make them look too cartoonish. You could look at how transcendence handles rocks for some ideas.
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Draco18s

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Re: Proceedurally Generated RTS
« Reply #424 on: July 01, 2011, 09:57:09 am »

I'm no artist, so take this with a grain of salt, but I think the hard lines and primary colors make them look too cartoonish. You could look at how transcendence handles rocks for some ideas.

They're game sprites.  I don't mind the solid black outline, I want them to be distinguishable.
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Armok

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Re: Proceedurally Generated RTS
« Reply #425 on: July 01, 2011, 11:32:47 am »

looks great
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Draco18s

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Re: Proceedurally Generated RTS
« Reply #426 on: July 01, 2011, 11:38:38 am »

looks great

Had to fiddle with the settings on the star spike things.  The base numbers made them 40 pixels wide/tall.  But yeah, they ended up looking pretty sweet.
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breadbocks

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Re: Proceedurally Generated RTS
« Reply #427 on: July 01, 2011, 10:50:18 pm »

Looks amazing. But the bolded lines on the asteroids make them just not work.
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Draco18s

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Re: Proceedurally Generated RTS
« Reply #428 on: July 01, 2011, 11:21:46 pm »

Looks amazing. But the bolded lines on the asteroids make them just not work.

Bolded lines?  Do you mean the outlines, or the craters?
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breadbocks

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Re: Proceedurally Generated RTS
« Reply #429 on: July 02, 2011, 01:18:42 am »

The outlines of the craters. They don't look right.
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Virex

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Re: Proceedurally Generated RTS
« Reply #430 on: July 02, 2011, 09:04:59 am »

I made a little screenshot of the rocks used by Transcendence:
Spoiler (click to show/hide)
I think something like that style would look better with the kind of background you use.
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Draco18s

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Re: Proceedurally Generated RTS
« Reply #431 on: July 02, 2011, 09:28:51 am »

The outlines of the craters. They don't look right.

I'll look into making it better.

I made a little screenshot of the rocks used by Transcendence:

I think something like that style would look better with the kind of background you use.

The only problem is trying to work out the shadows in a 3D volume.  I was trying, but it's a veritable bitch without writing a 3D rendering engine inside Flash.
The other problem is that the shadows imply a light source, which doesn't exactly exist anywhere.
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Akhier the Dragon hearted

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Re: Proceedurally Generated RTS
« Reply #432 on: July 02, 2011, 09:45:45 am »

   Your using black for the crater outlines. Most shadows
in the real world are not actually black so you should try
using a very dark purple or maybe brown instead to make
it look more realistic. If you look at the Transcendence
picture it doesn't have any black shadows and in fact the
only black used is for the background.
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Draco18s

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Re: Proceedurally Generated RTS
« Reply #433 on: July 02, 2011, 12:03:43 pm »

Ah, I see what you mean.  I pulled the black in the asteroids up to (10,6,3).  I might have to pull the VDARK color up a bit too, but it's still lighter than SOLID.
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Draco18s

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Re: Proceedurally Generated RTS
« Reply #434 on: July 14, 2011, 10:52:07 am »

Finally got my butt in gear and put a current compile up online.  Nothing special in the gameplay department yet, but it's got the background gen working (percentage complete, upper right, takes about a minute).
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