Scrappers
Minecraft don't generate mountains like that.rokit boy wrote:if you're good at math maybe you could help me out.
i used the midpoint circle algorithm to create a circle and then keep on decreasing it's radius as the z axis goes higher. it's geographically called a "lone mountain".
i trying to add mountains in different shapes but failed (i suck at math). in 3d games like minecraft they generate a random yet round irregular polygon and stack them on top meanwhile shrinking them by 1 block.
if anyone could also help me figure out a formula to turn 2d coords back to 3d that would be good. please.
It use a perlin noise generator, a generator that does things like this:
Then, the more that point in the image is white, the more that point in the world is high.
And theorically, you shouldn't need a 2dto3dcoords function while generation.
- Legend_of_Kirby
- Posts: 752
- Joined: 14 Oct 2012, 05:37
- Contact:
Didn't he say he was leaving?
I'm leaving you for those blocks.Maurice wrote:I think we have lost camawel.Camewel wrote:I'd like everyone to just stop for a second and look at these beautiful blocks.
Just the detail in those blocks is amazing. They're such nice looking blocks.
i noticed that right after my post when i was researching world generation.Automatik wrote:Minecraft don't generate mountains like that.rokit boy wrote:if you're good at math maybe you could help me out.
i used the midpoint circle algorithm to create a circle and then keep on decreasing it's radius as the z axis goes higher. it's geographically called a "lone mountain".
i trying to add mountains in different shapes but failed (i suck at math). in 3d games like minecraft they generate a random yet round irregular polygon and stack them on top meanwhile shrinking them by 1 block.
if anyone could also help me figure out a formula to turn 2d coords back to 3d that would be good. please.
It use a perlin noise generator, a generator that does things like this:
Then, the more that point in the image is white, the more that point in the world is high.
And theorically, you shouldn't need a 2dto3dcoords function while generation.
and 2dto3d coords wasn't meant to be for world generation. it was to update the players coordinates on the world using the drawing coordintes. yes i know a stupid way but it works.
Wait, so you are telling me your player class dont have z but only x and y?
You're destroying the entire point of having a 3d world, making an unmaintainable code.
The physics part of the game should ALWAYS be tile based, not pixel based.(that's how mari0 is made)
Really, you shouldn't do this. It don't work at all.
You're destroying the entire point of having a 3d world, making an unmaintainable code.
The physics part of the game should ALWAYS be tile based, not pixel based.(that's how mari0 is made)
Really, you shouldn't do this. It don't work at all.
- Assasin-Kiashi
- Posts: 643
- Joined: 07 May 2012, 10:21
- Contact:
My otp is broken, syadfaicCamewel wrote:I'm leaving you for those blocks.Maurice wrote:I think we have lost camawel.Camewel wrote:I'd like everyone to just stop for a second and look at these beautiful blocks.
Just the detail in those blocks is amazing. They're such nice looking blocks.
So guys, is there any lines of code you share.
Edit: Speaking of isometric games, apparently someone created isomap:
https://love2d.org/forums/viewtopic.php?f=5&p=78978
...and looks like your fanfic will never be complete Kiashi.
Edit: Speaking of isometric games, apparently someone created isomap:
https://love2d.org/forums/viewtopic.php?f=5&p=78978
...and looks like your fanfic will never be complete Kiashi.
Because this game was inspired by The Binding of Isaac, I made a thread for Isaac fans to poot around in.
viewtopic.php?f=4&t=3232
viewtopic.php?f=4&t=3232
Last edited by Shank on 03 May 2013, 08:36, edited 1 time in total.
Hey, guys,
Currently, it seem like everyone is doing "his own beta" of the game, and I don't think that's a good sign.
So, I think we should make a github repository or something, so that we can work together on the game.
Currently, it seem like everyone is doing "his own beta" of the game, and I don't think that's a good sign.
So, I think we should make a github repository or something, so that we can work together on the game.
My code has no indentations, no comments. I know what every line does and I like that. If I was working with someone else they'd be asking me what everything did and making changes (which would undoubtably break some bit of code they thought they understood) and it would be awful.
Also, it's not like our code is at all transferrable, Rokit is doing some weird thing to just move. I don't know if we share even a single line of code.
I don't play well with others.
Also, it's not like our code is at all transferrable, Rokit is doing some weird thing to just move. I don't know if we share even a single line of code.
I don't play well with others.
Yeah, but what's cool with teamwork is that someone can always fix the mistakes of others.
If Rokit's code is awful, then someone can always fix it.
Plus, if we're doing the game together, it won't be "Hey, I'm making that game!"->1 month later->"Hey, where are you in the developpement of Scrappers?"-"Oh, I...I stopped doing it." There is more chance to have a playable game, IMO.
If Rokit's code is awful, then someone can always fix it.
Plus, if we're doing the game together, it won't be "Hey, I'm making that game!"->1 month later->"Hey, where are you in the developpement of Scrappers?"-"Oh, I...I stopped doing it." There is more chance to have a playable game, IMO.
The second I get transparency working I'm going to post constant updates both here and my tumblr and I encourage you to pester me. I might even do a GIF marathon thingy after all my exams are over.
And I don't think the "cool" thing about teamwork is that I have to sit there and work out what the hell rokit did to make the player move left and eventually trash his code because it doesn't make sense. That's just wasting time when I could have done it faster and more efficiently myself.
And I don't think the "cool" thing about teamwork is that I have to sit there and work out what the hell rokit did to make the player move left and eventually trash his code because it doesn't make sense. That's just wasting time when I could have done it faster and more efficiently myself.
Well here's my own beta (Not really purely scrappers but it did sort of made me start this so maybe I'll continue some stuff)
https://dl.dropboxusercontent.com/u/17466990/isoR6.love
Totally cool features:
- Map editing
- Map saving/loading
- Driving around with a tank
- Obviously broken draw order when on the right side of blocks that I will fix soon
- Also no height interpolation for the tank yet
- Honestly, don't say anything about the tank part. I did that in like 1/20 of the time I spent on this so far.
https://dl.dropboxusercontent.com/u/17466990/isoR6.love
Totally cool features:
- Map editing
- Map saving/loading
- Driving around with a tank
- Obviously broken draw order when on the right side of blocks that I will fix soon
- Also no height interpolation for the tank yet
- Honestly, don't say anything about the tank part. I did that in like 1/20 of the time I spent on this so far.
Camewel wrote:It looks pretty cool but you can't fall off things or jump and those are like my 2 most favourite things to do.
http://i.imgur.com/GN4u8Rv.png
'Isometric Bullshit'
Nice, Maurice. Nice.
Nice, Maurice. Nice.
Welp.
I'm gonna lurk this.
What is Scrap though?
Scrap metal?
Food scraps?
I'm gonna lurk this.
What is Scrap though?
Scrap metal?
Food scraps?
-
- Posts: 566
- Joined: 03 Feb 2012, 06:35
This is the most amazing thing I have seen in a long time :D
*Subscribes topic, Lurks away*
*Subscribes topic, Lurks away*
- HugoBDesigner
- Posts: 2189
- Joined: 19 Sep 2012, 02:23
- Contact:
Speaking about it, if you need a random map generator, I made one (only for Photoshop users):Automatik wrote: Minecraft don't generate mountains like that.
It use a perlin noise generator, a generator that does things like this:
Then, the more that point in the image is white, the more that point in the world is high.
And theorically, you shouldn't need a 2dto3dcoords function while generation.
Random Map Generators.ATN
To use it is quite simple: place the file in this folder:
C:\Programs Files\Adobe\(your Photoshop version)\Presets\Photoshop Actions
And to use it is also simple:
- Open your Photoshop;
- Open the "Actions" window ( Window > Actions );
- Open the "Random Map Generators" folder;
- Choose your map's size (actually I only implemented 10x10, 50x50 and 100x100 pixels. I think that this is enough);
- Press the "Play" button;
- The map will be saved in .PNG, in your C:\ folder, named map_(map's size)_001.
If you need some specific setting, let me know. I made this really quickly, and I used Photoshop 7.0, so this may not work for earlier versions (and I don't even know if this works for recent versions).
Just trying to help :)
EXAMPLES:
10x10
50x50
100x100
I made my example with the gimp filter.
Filter>Render("Rendu" in french)>Cloud>United fog
Filter>Render("Rendu" in french)>Cloud>United fog
Could be both? Garbage with a side of breadcrumbs and metal alloys.Trist3D wrote:Welp.
I'm gonna lurk this.
What is Scrap though?
Scrap metal?
Food scraps?
I doubt rotten fruits and half-eaten sandwiches can create additional weaponry for an Assault vehicle.
In this case it will be the left-overs of the victims you shot. Whether it being merchants carrying some or parts of vehicles you just blew up. So yeah, Scrap Metal.
The original idea was to only have this as a currency, so there will only be one kind of scrap (maybe different as in different values). But this might change if any great ideas come to me.
I'd like to know what you guys think on this. Would you like to have different kinds of scrap, that you need like Bronze scrap for specific upgrades or something or
Titanium even? Or keep it all the same kind and have the player make (tough) choices?
I'm likely not going to change my mind, but this helps me brainstorm on the subject.
In this case it will be the left-overs of the victims you shot. Whether it being merchants carrying some or parts of vehicles you just blew up. So yeah, Scrap Metal.
The original idea was to only have this as a currency, so there will only be one kind of scrap (maybe different as in different values). But this might change if any great ideas come to me.
I'd like to know what you guys think on this. Would you like to have different kinds of scrap, that you need like Bronze scrap for specific upgrades or something or
Titanium even? Or keep it all the same kind and have the player make (tough) choices?
I'm likely not going to change my mind, but this helps me brainstorm on the subject.
Food scraps could heal you if you buy something to disinfect them with.
I personnally like that idea of having only one currency for everything.
Technically, since you're controlling a tank, Metal scrap make sense.Trist3D wrote:Food scraps could heal you
Scrap metal should be the currency, however, if performing an upgrade, you should have to pay Scrap Metal to the person upgrading the item for you, and the materials needed for the upgrade. (such as Bronze Scrap, Titanium Scrap, etc.)Jorichi wrote:I doubt rotten fruits and half-eaten sandwiches can create additional weaponry for an Assault vehicle.
In this case it will be the left-overs of the victims you shot. Whether it being merchants carrying some or parts of vehicles you just blew up. So yeah, Scrap Metal.
The original idea was to only have this as a currency, so there will only be one kind of scrap (maybe different as in different values). But this might change if any great ideas come to me.
I'd like to know what you guys think on this. Would you like to have different kinds of scrap, that you need like Bronze scrap for specific upgrades or something or
Titanium even? Or keep it all the same kind and have the player make (tough) choices?
I'm likely not going to change my mind, but this helps me brainstorm on the subject.
That's the fundamental of the idea I originally proposed to Jorichi, Bonko. My reasoning was partly to allow for more variation without making it feel forced (the difference between collecting titanium to make that old cannon you had in copper compared to seeing "make your old cannon with new material colour's slightly different and more damage woo"), stopping players grinding on really weak tanks and getting overpowered weapons, as you'll never get titanium dropping from a copper tank, and making the your character more... scrappy, as they will be made of parts of varying materials, based on what you had at the time.
Time to make a cannon out of rotten apple cores and half-eaten sandwiches.
IMO the scrap metal should all just be one type. Different colors and sizes could represent different values/amount of scrap obtained but it'd be much easier if it was just one type so you don't have to constantly grind enemies just so you can get one more piece of bronze.
That's my opinion though. If done right multiple types of scrap could be handled well.
That's my opinion though. If done right multiple types of scrap could be handled well.
I agree, this forum has done extremely well with games. I vote that different types of scrap would be great.Bonko wrote:I'm confident this forum, especially Jorichi, could handle it right.idiot9.0 wrote: That's my opinion though. If done right multiple types of scrap could be handled well.
It always has, it always will.Maurice wrote:Heh. yeah.ShankYourself.net wrote:I agree, this forum has done extremely well with games.
Sorry about bringing these amazing blocks up again but I think you should make more blocks like this, some ramp-like blocks maybe.Camewel wrote:I'd like everyone to just stop for a second and look at these beautiful blocks.
Just the detail in those blocks is amazing. They're such nice looking blocks.
I actually considered these blocks failed. They are inconsistent and thus loop horribly, they don't line up nicely either.ShankYourself.net wrote:Sorry about bringing these amazing blocks up again but I think you should make more blocks like this, some ramp-like blocks maybe.
But I'm working on it, creating natural sprites isn't my strongest point, but I'm getting there.
I haven't progressed a whole lot, because I'm trying to focus on more important things. But I will be spriting a lot soon.
I will try to have something to show soon.
As for ramps; I have thought about them and it would be nice to have. But I need a basic engine before I can give a definite answer to that one.
And that is probably sometime soon.
- TheJonyMyster
- Posts: 1795
- Joined: 03 Sep 2012, 05:12
- Contact:
Should I post a crash I found, or is this completely untested?Maurice wrote:Well here's my own beta (Not really purely scrappers but it did sort of made me start this so maybe I'll continue some stuff)
https://dl.dropboxusercontent.com/u/17466990/isoR6.love
Totally cool features:
- Map editing
- Map saving/loading
- Driving around with a tank
- Obviously broken draw order when on the right side of blocks that I will fix soon
- Also no height interpolation for the tank yet
- Honestly, don't say anything about the tank part. I did that in like 1/20 of the time I spent on this so far.
- TheJonyMyster
- Posts: 1795
- Joined: 03 Sep 2012, 05:12
- Contact:
Yeah, it is, never mind.
I've got some bad news.
Camewel was helping me out with Scrappers, but can't work on it for several months now. So progression is at a maximum low.
So I really hope someone else is willing to give it a try. Camewel suggested that I should post his current build, so you guys might have something to go on.
Here it is: Camewel's beta engine..
Controls: W, A, S, D. Space to jump. Hold F to use transparency view. G to toggle level view. K and L to scroll through the lighting. Smash your head on the keyboard hard enough to make it bleed.
Whether Camewel will ever get back at this is unknown. But he has done great work so far.
I've also updated the main post to include a newer sprite sheet for those who want to work with it.
If you need anything specific, you can always ask me to sprite it for you.
Camewel was helping me out with Scrappers, but can't work on it for several months now. So progression is at a maximum low.
So I really hope someone else is willing to give it a try. Camewel suggested that I should post his current build, so you guys might have something to go on.
Here it is: Camewel's beta engine..
Controls: W, A, S, D. Space to jump. Hold F to use transparency view. G to toggle level view. K and L to scroll through the lighting. Smash your head on the keyboard hard enough to make it bleed.
Whether Camewel will ever get back at this is unknown. But he has done great work so far.
I've also updated the main post to include a newer sprite sheet for those who want to work with it.
If you need anything specific, you can always ask me to sprite it for you.
- TheJonyMyster
- Posts: 1795
- Joined: 03 Sep 2012, 05:12
- Contact:
Transparency doesn't work.