|
Been working on assembling all the various bits and bobs to make a God/Sim game about colonizing Mars. Something in the vein of Dwarf Fortress or Evil Genius, but focusing on maintaining a healthy colony a long way from home in a hostile environment. Anyhow, I've been working on laying the foundation -- behavior trees, game components, pathfinding, etc. I finally have something gamelike! Here's the ugly map with a colonist (green square) carrying some steel to go build a brick press! Speaking of the brick press, it's defined in a file like: code:
(I'm using Unity and Behave.) Now the really fun stuff starts.
|
# ? Dec 9, 2012 03:45 |
|
|
# ? Jun 10, 2024 11:01 |
|
Pfhreak posted:
Please tell me it's based on Kim Stanley Robinson's Mars Trilogy
|
# ? Dec 9, 2012 15:27 |
|
Just a data visualization of values that have a slope applied to them. 2D graphics in iOS.
|
# ? Dec 9, 2012 20:37 |
|
Huragok posted:Please tell me it's based on Kim Stanley Robinson's Mars Trilogy That's one of the biggest inspirations. Basically that chapter, the Crucible, blew my mind years ago and I've always wanted it to be a game. That and things like the Global Village Construction Set (http://opensourceecology.org/wiki/Global_Village_Construction_Set). I love me some Science and Engineering.
|
# ? Dec 10, 2012 00:58 |
|
Pfhreak posted:(I'm using Unity and Behave.) I'm weighing the pros and cons of writing my own behavior tree system for Next Game, or using that. I'd just write my own, but having a UI-driven thingy would be kind of sweet.
|
# ? Dec 10, 2012 01:07 |
|
Shalinor posted:How is Behave treating you? If it didn't have that beautiful UI... The documentation is poor, at best. The entire thing is closed source, so there's no tweaking it to suit your needs. I have a class file (my Colonist agent) that is super bloated because every action/decorator is a set of functions on a class. On the flip side, I'm delighted every time I wire up a behavior and it's as simple as dragging a few 'gather resource' nodes onto a window. Boom, new game entity. For me, it has high highs and low lows, and could use some love and attention (and some open source!)
|
# ? Dec 10, 2012 18:50 |
|
After way too many hours, progress on my emulator is starting to actually get somewhere! There are still some strange bugs here and there that cause a lot of stuff to crash, but these games seem to run pretty dang well so far. Next up, sound and speeding this up past a crawl! I've got a sourceforge for it set up here: https://sourceforge.net/p/cbrick
|
# ? Dec 10, 2012 21:25 |
|
Toekutr posted:found a cool algorithm on flipcode and I made some screenshots. I thought this looked really cool, so I whipped up some javascript along the same lines: http://nsevens.com/recursivefill.html
|
# ? Dec 12, 2012 00:57 |
|
not a dinosaur posted:I thought this looked really cool, so I whipped up some javascript along the same lines: http://nsevens.com/recursivefill.html This is cool, looks like it could be repurposed for procedural terrain/world generation? You get a lot of things that look like land-masses at various points, with natural-ish colour boundaries you could use for height or biome or countries or what-have-you. And if you stop the white going back over part-way through it forms a fairly convincing negative-space ocean with little streaks of islands. And the whole thing tiles! seiken fucked around with this message at 02:19 on Dec 12, 2012 |
# ? Dec 12, 2012 02:02 |
|
seiken posted:This is cool, looks like it could be repurposed for procedural terrain/world generation? You get a lot of things that look like land-masses at various points, with natural-ish colour boundaries you could use for height or biome or countries or what-have-you. And if you stop the white going back over part-way through it forms a fairly convincing negative-space ocean with little streaks of islands. And the whole thing tiles! No real need to, though. Just with some simple.. I guess they're Quadtrees? Kinda? Not optimized or anything though, so each level always has the same amount of cells in it, I should do that some time. Anyway with those you can get perfectly fine islands like this: I just generated some random noise with a 40% chance for it to be 1, 60% for it to be 0 (1 is land, 0 water). Then when splitting, I loop through the new half size grid, I get the percentage of cells around whatever cell from the previous layer that overlaps with the smaller cell, that have land on them (can only be 0, 25, 50, 75, or 100%). If that number's over 50 then there's definitely land there. Under 50, definitely water. If it's 50, then it's a random chance 50/50 water/land.
|
# ? Dec 12, 2012 07:24 |
|
Contains Acetone fucked around with this message at 17:47 on Jun 24, 2020 |
# ? Dec 13, 2012 17:48 |
|
Contains Acetone posted:It's been awhile since I've posted. Not much has changed visually with VisualRBM, but I've added dropout regularization and fixed tons of bugs. I've also been writing command-line tools for dealing with IDX data files. Any reason for not using Github? I think you might get more people interested in it if it was over there.
|
# ? Dec 15, 2012 23:06 |
|
Contains Acetone fucked around with this message at 17:47 on Jun 24, 2020 |
# ? Dec 15, 2012 23:19 |
|
Git and Users.
|
# ? Dec 16, 2012 00:14 |
|
Suspicious Dish posted:Git and Users. And usability.
|
# ? Dec 16, 2012 00:33 |
|
Suspicious Dish posted:Git and Users. Pretty sure Google Code offers git. Regardless, GitHub offers an audience. If you don't mind obscurity, and aren't inclined to facilitate collaboration with other people, I think there's no real problem with Google Code.
|
# ? Dec 16, 2012 00:35 |
|
Doctor w-rw-rw- posted:Regardless, GitHub offers an audience. If you don't mind obscurity, and aren't inclined to facilitate collaboration with other people, I think there's no real problem with Google Code. I'm not sure there's any particularly good reason to use Google Code. It's just kind of there.
|
# ? Dec 16, 2012 00:46 |
|
I'm playing with perlin noise and some postprocessing of it from an old project, there's not much else to say to that: This one is a lot more interesting for me although the screenshot isn't: It's a bunch of things moving around on very big, interface-scrollable 3d map (similar to DF) using multithreaded A* with some caching of results. Just using plain ol' OpenGL for visualization. When I'm done gussying up a C64 I worked on as side project, I'm gonna spend some more time putting the above screenshot in the one below. Sadly I never get to leisure program much, last time I really worked on this was many months ago and the thing I was doing was storing the tile information in quadtrees which did my head in a little at the time. It's more a proof-of-concept/study thing than being a game project though. Police Automaton fucked around with this message at 06:16 on Dec 16, 2012 |
# ? Dec 16, 2012 06:09 |
|
Gonna crosspost my Screenshot Saturday post over in here, too. Changed the way "Abilities" are used dramatically, with a fail-condition when your ability runs out of "Juice".
|
# ? Dec 16, 2012 07:25 |
|
Mug posted:Gonna crosspost my Screenshot Saturday post over in here, too. So how are you supposed to make that machine go haywire if the ability runs out halfway? Or aren't you supposed to be able to if your ability's not high enough? If that's the case why not disable the haywire option for that machine? Or make it just slower to hack, rather than unhackable? Of course, some of this stuff is probably not how it is, but it's how it seems from the picture!
|
# ? Dec 16, 2012 07:50 |
|
Jewel posted:So how are you supposed to make that machine go haywire if the ability runs out halfway? Or aren't you supposed to be able to if your ability's not high enough? If that's the case why not disable the haywire option for that machine? Or make it just slower to hack, rather than unhackable? You can't do it. You're expected to try, see that it's not going to work, and go try doing something else to get through the situation. It's hard to tell if a HAYWIRE! will work before you try because the difference between one that's linked to 1 Computer, and one that's linked to 2 Locked Doors is really small, so you basically try and see what happens. You can cancel it half-way, too. It makes a bit more sense when you're trying to actually do things to people while they're distracted, you have a challenge which is "Your Skill Level" vs "Creature's Health", if you try to kill them from behind and fail, they notice you and turn around.
|
# ? Dec 16, 2012 09:19 |
|
Police Automaton posted:multithreaded A* with some caching of results
|
# ? Dec 16, 2012 10:44 |
|
DeathBySpoon posted:After way too many hours, progress on my emulator is starting to actually get somewhere! Nice, I love emulators, they were the biggest source of knowledge in my programmer life. Keep the good work!!
|
# ? Dec 16, 2012 14:41 |
|
Not a screenshot, precisely, but a friend (Folmer) did this up, and it's going to become the Jones On Fire loading screen. And also probably a poster on my wall
|
# ? Dec 16, 2012 16:10 |
|
So some of you may remember i mentioned i was working on a roguelike earlier on, well after spending the last few weeks on assignments for uni ive been doing some work on a random map generator for it and I'm about 1/3 done, i can generate rooms but i need to add code to ensure the rooms don't overlap and then add corridors joining them up.
|
# ? Dec 16, 2012 17:08 |
|
Kea posted:So some of you may remember i mentioned i was working on a roguelike earlier on, well after spending the last few weeks on assignments for uni ive been doing some work on a random map generator for it and I'm about 1/3 done, i can generate rooms but i need to add code to ensure the rooms don't overlap and then add corridors joining them up. For ensuring rooms don't overlap, I recommend generation using a BSP Tree. Easy method, and creates nice-looking distributions of rooms on the screen. As some of you might know, Ludum Dare 25 is underway and nearly over, with the theme 'You are the Villain'. I've just finished and posted my game, "A Peril of Pauline's".
|
# ? Dec 16, 2012 17:37 |
|
Red Mike posted:For ensuring rooms don't overlap, I recommend generation using a BSP Tree. Thats a million times better than my method, i may have to try implementing that, though ill probably use my method for now since its halfway done.
|
# ? Dec 16, 2012 17:40 |
|
Red Mike posted:As some of you might know, Ludum Dare 25 is underway and nearly over, with the theme 'You are the Villain'. I've just finished and posted my game, "A Peril of Pauline's". This would be a lot more intuitive if the junctions changed appearance instead of having a color by them.
|
# ? Dec 16, 2012 23:47 |
God drat this took way too loving long to get working right. All due to one line of code messing everything up. Anyway multidirectional shadows in XNA. Oh also winforms and XNA playing nice together I guess. Polio Vax Scene fucked around with this message at 02:32 on Dec 17, 2012 |
|
# ? Dec 17, 2012 02:30 |
|
Scaevolus posted:This would be a lot more intuitive if the junctions changed appearance instead of having a color by them. I attempted this starting out, but I couldn't manage to make them distinct and still keep all three exits travel-able at any one point. Point taken, though. I've received several comments about junctions not being intuitive.
|
# ? Dec 17, 2012 08:20 |
|
Manslaughter posted:God drat this took way too loving long to get working right. All due to one line of code messing everything up. Anyway multidirectional shadows in XNA. Where are all of the light sources for this picture. The obvious 'sun' in the top right, but the shadows feel wrong if that's the only source.
|
# ? Dec 17, 2012 16:16 |
|
Manslaughter posted:God drat this took way too loving long to get working right. All due to one line of code messing everything up. Anyway multidirectional shadows in XNA. Also, since shadows are the absence of light, they don't stack. If you're gonna have multiple light sources it'd look way more natural if you could have just one level of shadow calculated from all of them.
|
# ? Dec 17, 2012 16:45 |
|
seiken posted:Also, since shadows are the absence of light, they don't stack. If you're gonna have multiple light sources it'd look way more natural if you could have just one level of shadow calculated from all of them. Looks pretty cool, Manslaughter. I agree that your test scene doesn't look very natural, but it shows off the capabilities of the system nicely.
|
# ? Dec 17, 2012 17:06 |
There is a pure white light in the top right and a greenish light on the left. Imagine that if there was no light the entire scene would be blue. I'm actually planning two systems. The one seen here is an additive blending where the 'shadows' are the ambient color of the level, and the next is going to be a subtractive blending. The lights in this image are super intensified so that the effect can be seen. I'll definitely be toning it down for actual designs.
|
|
# ? Dec 17, 2012 19:33 |
|
I've been working on and off on a roguelike game; originally it used ascii for graphics Then at some point I figured it would be cool if you could sneak behind enemies, but that would require player to know where the npcs are looking at so I replaced the ascii with simple 2D graphics using SDL At this point the UI was still text based, clearing the screen when needed and printing various menus and waiting player to press key to select options etc. but I got tired with this so I implemented simple GUI. All in all, not exactly the most complicated project in the world but it's been nice excuse to learn things like how to write GUI or implement A* for pathfinding (and then reimplement it few more times so it isn't such a massive performance hog).
|
# ? Dec 17, 2012 23:35 |
|
Crosspost from the game thread: here's a browser based game in the style of Scorched Earth I'm working on using javascript/html5. It seems to work best in chrome. Any comments or suggestions are welcome!
|
# ? Dec 18, 2012 00:57 |
|
HappyHippo posted:Crosspost from the game thread: here's a browser based game in the style of Scorched Earth I'm working on using javascript/html5. It seems to work best in chrome. Any comments or suggestions are welcome! I'm not seeing any difference in the skill levels. Thy hit the perfect angle for a dead on hit on me every time. EDIT: Well I may be exaggerating a little.
|
# ? Dec 18, 2012 01:27 |
|
HappyHippo posted:Crosspost from the game thread: here's a browser based game in the style of Scorched Earth I'm working on using javascript/html5. It seems to work best in chrome. Any comments or suggestions are welcome! I have a suggestion. Socket.IO multiplayer. I'm messing around with it right now and it's pretty easy to work with.
|
# ? Dec 18, 2012 01:43 |
|
HappyHippo posted:Crosspost from the game thread: here's a browser based game in the style of Scorched Earth I'm working on using javascript/html5. It seems to work best in chrome. Any comments or suggestions are welcome! This is really cool so far. I like the controls, although it'd be nice if the angle and power settings were remembered between turns instead of going direct into mouse control. Seconding the multiplayer suggestion as a priority, even before more weapons and defenses. This is just so cool.
|
# ? Dec 18, 2012 04:26 |
|
|
# ? Jun 10, 2024 11:01 |
|
HappyHippo posted:Crosspost from the game thread: here's a browser based game in the style of Scorched Earth I'm working on using javascript/html5. It seems to work best in chrome. Any comments or suggestions are welcome! This is very cool. When it's my turn, the aiming thing (protractor?) doesn't appear until I move my mouse. If it appeared once it was my turn, that'd be a great indicator that it is indeed my turn. nthing multiplayer. socket.io is probably the right place to start, and probably the right place to stop too.
|
# ? Dec 18, 2012 04:58 |