Scrappers

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Qcode
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Post » 30 Apr 2013, 23:39

Dropbox photos are locked.

Camewel
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Post » 30 Apr 2013, 23:45

Silly dropbox with its silly public folder

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copy
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Post » 01 May 2013, 02:47

+1
Need updates on this thing.

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Automatik
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Post » 01 May 2013, 10:36

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.
Minecraft don't generate mountains like that.
It use a perlin noise generator, a generator that does things like this:
Image
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.

Maurice
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Post » 01 May 2013, 11:10

Camewel wrote:I'd like everyone to just stop for a second and look at these beautiful blocks.

Image
Image

Just the detail in those blocks is amazing. They're such nice looking blocks.
I think we have lost camawel.

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Legend_of_Kirby
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Post » 01 May 2013, 13:04

Didn't he say he was leaving?

Camewel
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Post » 01 May 2013, 14:06

Maurice wrote:
Camewel wrote:I'd like everyone to just stop for a second and look at these beautiful blocks.

Image
Image

Just the detail in those blocks is amazing. They're such nice looking blocks.
I think we have lost camawel.
I'm leaving you for those blocks.

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rokit
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Post » 01 May 2013, 17:22

Automatik wrote:
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.
Minecraft don't generate mountains like that.
It use a perlin noise generator, a generator that does things like this:
Image
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.
i noticed that right after my post when i was researching world 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.

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Automatik
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Post » 01 May 2013, 17:30

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.

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rokit
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Post » 01 May 2013, 17:45

Automatik wrote:Wait, so you are telling me your player class dont have z but only x and y?
he does have a z, i just have x2 and y2 to know where to draw him.

Maurice
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Post » 01 May 2013, 18:00

And then you need to calculate the actual position of the player from where you draw him?

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Assasin-Kiashi
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Post » 01 May 2013, 18:56

Camewel wrote:
Maurice wrote:
Camewel wrote:I'd like everyone to just stop for a second and look at these beautiful blocks.

Image
Image

Just the detail in those blocks is amazing. They're such nice looking blocks.
I think we have lost camawel.
I'm leaving you for those blocks.
My otp is broken, syadfaic

Camewel
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Post » 01 May 2013, 21:44

rokit boy wrote:
Automatik wrote:Wait, so you are telling me your player class dont have z but only x and y?
he does have a z, i just have x2 and y2 to know where to draw him.
I really want to see if/how this way of doing isometric graphics works.

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popcan12
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Post » 02 May 2013, 00:40

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.

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Shank
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Post » 02 May 2013, 12:35

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
Last edited by Shank on 03 May 2013, 08:36, edited 1 time in total.

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rokit
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Post » 02 May 2013, 18:37

well i guess camewal can do a better job than me here.
this kinda is my first real isometric game. i do have a beta with collisions if anyone wants it

Camewel
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Post » 02 May 2013, 19:11

I'm pretty interested to see what you did and how you "made" it work.

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Automatik
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Post » 03 May 2013, 19:37

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.

Camewel
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Post » 03 May 2013, 21:16

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.

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Automatik
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Post » 03 May 2013, 21:40

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.

Camewel
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Post » 03 May 2013, 22:36

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.

Maurice
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Post » 03 May 2013, 23:43

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)
Image

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
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Post » 04 May 2013, 00:14

It looks pretty cool but you can't fall off things or jump and those are like my 2 most favourite things to do.

Maurice
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Post » 04 May 2013, 00:33

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.
Image
http://i.imgur.com/GN4u8Rv.png

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Firaga
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Post » 04 May 2013, 03:43

'Isometric Bullshit'
Nice, Maurice. Nice.

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Trist3D
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Post » 05 May 2013, 00:23

Welp.
I'm gonna lurk this.
What is Scrap though?
Scrap metal?
Food scraps?

thunderfapper
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Post » 05 May 2013, 04:22

This is the most amazing thing I have seen in a long time :D
*Subscribes topic, Lurks away*

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HugoBDesigner
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Post » 05 May 2013, 05:29

Automatik wrote: Minecraft don't generate mountains like that.
It use a perlin noise generator, a generator that does things like this:
Image
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.
Speaking about it, if you need a random map generator, I made one (only for Photoshop users):
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
Image

50x50
Image

100x100
Image

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Automatik
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Post » 05 May 2013, 08:23

I made my example with the gimp filter.
Filter>Render("Rendu" in french)>Cloud>United fog

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Shank
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Post » 08 May 2013, 09:14

Trist3D wrote:Welp.
I'm gonna lurk this.
What is Scrap though?
Scrap metal?
Food scraps?
Could be both? Garbage with a side of breadcrumbs and metal alloys.

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Jorichi
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Post » 08 May 2013, 13:09

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.

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Trist3D
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Post » 08 May 2013, 14:10

Food scraps could heal you if you buy something to disinfect them with.

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Automatik
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Post » 08 May 2013, 14:17

I personnally like that idea of having only one currency for everything.
Trist3D wrote:Food scraps could heal you
Technically, since you're controlling a tank, Metal scrap make sense.

Maurice
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Post » 08 May 2013, 15:44

Trist3D wrote:Food scraps could heal you if you buy something to disinfect them with.
5 decade rule

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Bonko
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Post » 08 May 2013, 23:47

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.
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.)

Camewel
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Post » 08 May 2013, 23:57

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.

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Trist3D
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Post » 09 May 2013, 00:04

Time to make a cannon out of rotten apple cores and half-eaten sandwiches.

Camewel
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Post » 09 May 2013, 00:11

Food scraps are highly unlikely.
Although maybe as a joke mode all the metals are foodstuffs.

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idiot9.0
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Post » 09 May 2013, 01:03

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.

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Bonko
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Post » 09 May 2013, 04:35

idiot9.0 wrote: That's my opinion though. If done right multiple types of scrap could be handled well.
I'm confident this forum, especially Jorichi, could handle it right.

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Shank
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Post » 09 May 2013, 04:41

Bonko wrote:
idiot9.0 wrote: That's my opinion though. If done right multiple types of scrap could be handled well.
I'm confident this forum, especially Jorichi, could handle it right.
I agree, this forum has done extremely well with games. I vote that different types of scrap would be great.

Maurice
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Post » 09 May 2013, 11:42

ShankYourself.net wrote:I agree, this forum has done extremely well with games.
Heh. yeah.

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copy
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Post » 09 May 2013, 20:23

Maurice wrote:
ShankYourself.net wrote:I agree, this forum has done extremely well with games.
Heh. yeah.
It always has, it always will.

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Shank
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Post » 10 May 2013, 04:33

Camewel wrote:I'd like everyone to just stop for a second and look at these beautiful blocks.

Image
Image

Just the detail in those blocks is amazing. They're such nice looking blocks.
Sorry about bringing these amazing blocks up again but I think you should make more blocks like this, some ramp-like blocks maybe.

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Jorichi
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Post » 10 May 2013, 12:21

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.
I actually considered these blocks failed. They are inconsistent and thus loop horribly, they don't line up nicely either.
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.

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TheJonyMyster
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Post » 11 May 2013, 06:08

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)
Image

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.
Should I post a crash I found, or is this completely untested?

Maurice
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Post » 11 May 2013, 12:50

Is it about the tank part

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TheJonyMyster
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Post » 12 May 2013, 07:44

Yeah, it is, never mind.

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Jorichi
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Post » 21 May 2013, 20:32

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.

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TheJonyMyster
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Post » 24 May 2013, 00:36

Transparency doesn't work.

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