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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
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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 (12.86 KiB) Viewed 683 times
is layered on top of this image:
- aertUPh.png (13.88 KiB) Viewed 683 times
To make this 100x100 tile level:
- 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 (52.34 KiB) Viewed 683 times
And here is the same map with 20 shades each colour:
- 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
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?