What's everyone working on? (tigsource inspired)
- bartbes
- Sex machine
- Posts: 4946
- Joined: Fri Aug 29, 2008 10:35 am
- Location: The Netherlands
- Contact:
Re: What's everyone working on? (tigsource inspired)
That looks cool, I like how you actually went and thought about how to fill them, too .
Re: What's everyone working on? (tigsource inspired)
Yes, nice stuff, indeed. I also find you images visually appealing.
Check out my blog on gamedev
Re: What's everyone working on? (tigsource inspired)
way cool, way way cool. I love seeing the tricks people come up with to make procedural content.
- Jasoco
- Inner party member
- Posts: 3726
- Joined: Mon Jun 22, 2009 9:35 am
- Location: Pennsylvania, USA
- Contact:
Re: What's everyone working on? (tigsource inspired)
That's really nice. I did my own "generated map" project a while ago but didn't go to the amazing lengths you have. You're inspiring me to try it again using some of your techniques. You never know when a randomly generated map will come in handy.
If I may ask, what is the Lua table output your algorithm returns? I'd be interested to see how the table data is structured for use in the game.
If I may ask, what is the Lua table output your algorithm returns? I'd be interested to see how the table data is structured for use in the game.
Re: What's everyone working on? (tigsource inspired)
I haven't figured that out as I haven't integrated it with my game yet. But I think I'll end up with what I have now: a 2D array of room structs for the dungeon layout and an adjacency list (adj_list[id] = {id1, id2, id3} -> room with id = id connects to rooms with id = id1, id2, id3) for the connections.Jasoco wrote:If I may ask, what is the Lua table output your algorithm returns? I'd be interested to see how the table data is structured for use in the game.
-
- Prole
- Posts: 44
- Joined: Sat Dec 15, 2012 7:55 am
Re: What's everyone working on? (tigsource inspired)
Hey! I've been working hard on a layered tile loader. Each layer is a grayscale image that represents one type of tile and the darkness of the pixel represents the darkness of it's colour. For example:
This 100x100px image: is layered on top of this image: To make this 100x100 tile level: The loader figures out the priority of each layer and shade of each colour. It also features the ability to shade the layer using a specified number of shades! This is handy because the loader draws the spritebatch texture itself while the level is loading. Here is a map with 50 shade each colour: And here is the same map with 20 shades each colour: I'm making this on a 7 year old laptop and the load time is 2 seconds for a 100x100 tile map and 8 seconds for a 700x700 tile map. Since the loading times could possibly be much longer for more complex levels, I've made this loader so that it loads for a certain amount of time in update so that the game can maintain a constant fps and loading can be done in the backround.
This 100x100px image: is layered on top of this image: To make this 100x100 tile level: The loader figures out the priority of each layer and shade of each colour. It also features the ability to shade the layer using a specified number of shades! This is handy because the loader draws the spritebatch texture itself while the level is loading. Here is a map with 50 shade each colour: And here is the same map with 20 shades each colour: I'm making this on a 7 year old laptop and the load time is 2 seconds for a 100x100 tile map and 8 seconds for a 700x700 tile map. Since the loading times could possibly be much longer for more complex levels, I've made this loader so that it loads for a certain amount of time in update so that the game can maintain a constant fps and loading can be done in the backround.
Re: What's everyone working on? (tigsource inspired)
That looks beautiful. Is that just for aesthetics or do the shades also have a game relevant mechanic/functionality?
Check out my blog on gamedev
-
- Prole
- Posts: 44
- Joined: Sat Dec 15, 2012 7:55 am
Re: What's everyone working on? (tigsource inspired)
Thanks! It's just for aesthetics. I started playing around with colours after reading this article:
http://gamedev.tutsplus.com/tutorials/g ... s-artwork/
I haven't thought much about the gameplay yet. Right now I'm fiddling around with animating between colour gradients so that I can have structures that appear to form right out of the ground.
http://gamedev.tutsplus.com/tutorials/g ... s-artwork/
I haven't thought much about the gameplay yet. Right now I'm fiddling around with animating between colour gradients so that I can have structures that appear to form right out of the ground.
Re: What's everyone working on? (tigsource inspired)
Making some 3d projections for a city. It's still limited, but getting better.
- Attachments
-
- new_pseudo_3d.love
- (19.83 KiB) Downloaded 148 times
Re: What's everyone working on? (tigsource inspired)
Incredible job! I could never do anything like that I spent about 10 minutes just moving about and being fascinated. The code wasn't all to confusing either(granted I only looked at main.lua). I assume the Vector thing was a library or something? Or did you make it?seanmd wrote:Making some 3d projections for a city. It's still limited, but getting better.
"In those quiet moments, you come into my mind" - Liam Reilly
Who is online
Users browsing this forum: Bing [Bot] and 2 guests