Page 64 of 181

Re: What's everyone working on? (tigsource inspired)

Posted: Mon Jul 01, 2013 9:51 am
by bartbes
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)

Posted: Mon Jul 01, 2013 12:00 pm
by micha
Yes, nice stuff, indeed. I also find you images visually appealing.

Re: What's everyone working on? (tigsource inspired)

Posted: Mon Jul 01, 2013 8:04 pm
by seanmd
way cool, way way cool. I love seeing the tricks people come up with to make procedural content.

Re: What's everyone working on? (tigsource inspired)

Posted: Mon Jul 01, 2013 8:49 pm
by Jasoco
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.

Re: What's everyone working on? (tigsource inspired)

Posted: Mon Jul 01, 2013 9:45 pm
by adnzzzzZ
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.
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.

Re: What's everyone working on? (tigsource inspired)

Posted: Tue Jul 02, 2013 7:22 am
by rexjericho
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:
sJaNS31.png
sJaNS31.png (12.86 KiB) Viewed 683 times
is layered on top of this image:
aertUPh.png
aertUPh.png (13.88 KiB) Viewed 683 times
To make this 100x100 tile level:
OaJLBAW.png
OaJLBAW.png (49.05 KiB) Viewed 683 times
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:
iuw7o4h.png
iuw7o4h.png (52.34 KiB) Viewed 683 times
And here is the same map with 20 shades each colour:
NFhnlDl.png
NFhnlDl.png (55.81 KiB) Viewed 683 times
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)

Posted: Tue Jul 02, 2013 8:06 am
by micha
That looks beautiful. Is that just for aesthetics or do the shades also have a game relevant mechanic/functionality?

Re: What's everyone working on? (tigsource inspired)

Posted: Wed Jul 03, 2013 5:41 am
by rexjericho
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.

Re: What's everyone working on? (tigsource inspired)

Posted: Thu Jul 04, 2013 11:29 pm
by seanmd
Making some 3d projections for a city. It's still limited, but getting better.

Re: What's everyone working on? (tigsource inspired)

Posted: Fri Jul 05, 2013 4:33 pm
by Eamonn
seanmd wrote:Making some 3d projections for a city. It's still limited, but getting better.
Incredible job! I could never do anything like that :P 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?