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netcat posted:I also started working on a small roguelike a couple of days ago, and I'm quite liking how it is turning out so far. The dungeons are OK if a bit predictable, but I plan to have several dungeon types. The roguelike wiki contains a very simple and very effective algorithm for generating caves, using Cellular Automata. And in some personal experiments, I've noticed that you can even use Perlin Noise to create cave-like dungeons. That way you won't even have to store a map matrix, and your cave map can be as large as you want.
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# ¿ Jan 22, 2009 17:54 |
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# ¿ May 9, 2024 07:10 |
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Fantasy dungeon generator, you could use this in tabletop games. All the textures are procedural, there is no file input at all. Click here for the full 576x864 image. A random world map generator, fantasy style. Fully procedural. Click here for the full 1000x1000 image. It also generates provinces on the map. Click here for the full 1000x1000 image.
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# ¿ May 14, 2009 12:24 |
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Hubis posted:Neato! What's the method for the province generator, out of curiosity? I first seed a bunch of province center points, at a minimum distance from one another. Then I create a Voronoi diagram on the raster, so each land pixel gets an owner. I do this on the raster because I'm too lazy to implement the geometric algorithm, but also because this helps me cope with jagged coastlines. This voronoi raster implicitly gives me the delaunay triangulation, i.e. a graph of which province neighbours which others. I then create borders by connecting the midpoints of the edges and the triangles formed in the delaunay triangulation. I also add the points where the voronoi pixel borders hit the coastlines. I then split up those borders into tiny segments, and apply some noise on them so that I get jagged borders. Then I assign all pixels that changed hands with this method. The province generation is independent of the geography generation (which is plain old perlin noise), so that's why I have to do all those tricks. If you turn stuff around, and generate geography based on random provinces, you probably get an easier algorithm and better looking borders, but less plausible geography.
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# ¿ May 14, 2009 15:35 |
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bgreman posted:Are there any parameters for the province borders to represent, say, straight line borders? Think of the U.S. state borders. Some use natural boundaries, others use arbitrary surveying markers (lines of latitude, longitude, etc). I haven't explored that, because I have mostly fantasy-themed things in mind for now (in spite of the fact that another terrain generator I wrote is used in my modern-themed political game). It should be possible but it's not trivial to implement. leedo posted:Great info! I started writing a Risk clone in perl6 a while back. After I got all the rules implemented I started thinking about how to generate a map and hit a bit of a brick wall. This is exactly the kind of project you could use this stuff for. If you want more info just shoot met an email at "lievenswouter" on google mail. jonnii posted:You don't have PMs enabled, can you send me an email? I have a few questions for you! me [at] jonnii [dot] com. sent
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# ¿ May 15, 2009 09:19 |
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Snodar posted:What I'm working on today is a simple dungeon crawl mapper. I'm wanting to replay games like Wizardry, but I don't look forward to using graph paper, so I'm yelling at JavaScript/HTML/CSS until it occasionally does what I want. Scroll up and check out my dungeon. I'll roll you a set if you want them :-)
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# ¿ May 17, 2009 19:58 |
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Supervillin posted:The beginnings of a JavaScript isometric map generator (no canvas): I've done a couple of those too, but never went anywhere with them. What are you planning on making?
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# ¿ Jul 16, 2009 11:05 |
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Scaevolus posted:And even then, that's not guaranteed unless your heuristic is admissable (as AgentF said), which it rarely is. I always thought that the most frequently used A* heuristic would be euclidian distance, either in a grid or in a graph. And that is admissable. I'd love to see realistic examples of the contrary!
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# ¿ Sep 3, 2009 16:10 |
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CupBoy posted:Messing around with JavaScript, Canvas and strange attractors. Now make a game with tons of this stuff and call it Osmos.
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# ¿ Oct 29, 2009 11:59 |
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I'm making an isometric strategy game. I paid an artist to do the animations, but did the terrain tiles myself. It's browser based, will be releasing it later this month. Click here for the full 606x353 image. Edit: and yes I manage to show off the screenshot where the dead terrorists' bodies clip into the wall. drat.
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# ¿ Nov 2, 2009 22:22 |
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Terrain Editor for my isometric game. It's not an image editor, it's a GUI for my configuration files. I suck at layout managers :-) Click here for the full 1119x916 image.
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# ¿ Nov 12, 2009 16:10 |
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Snodar posted:One thing I've done in the past is process the metadata in images to transfer information from the graphics editor to the game. So in your case you could use the image title and the tags, and perhaps something in the description for arbitrary keyed data like movement cost. Sounds interesting, but my current system works and changing it again would require quite some work. I'll keep it in mind though for the future as it's an interesing technique Snodar posted:This makes it less likely to become desynchronised, speeds up asset creation (one less tool to load up), makes producing modified resources much faster, allows you to use the OS's tools for working with metadata, and simplifies issues if you're dealing with more than one asset source. So you could add a new tag, select all the files in a folder that apply to it, and set the tag at once. Cool. I didn't think of that. Snodar posted:I've tried taking this to an extreme where everything's in PNG files (with things like L-system trees being a sample image with the state in metadata) and I'd just drag-and-drop from folders into the editor. It worked really nicely, very clean feeling, although I didn't get far with the project. I assume you work with a Mac? :-)
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# ¿ Nov 13, 2009 13:16 |
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Oh god not Graal. Never played it, actually. But I remember it being a competitor to the lovely 2d rpg's I played... Odyssey most notably!
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# ¿ Mar 17, 2010 15:46 |
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HappyHippo posted:
Did you use multiple octave perlin noise with a threshold? Neat! I've been trying something similar, but I want a RISK-style map... in other words, vetors rather than tiles. This is an absolute pain in the rear end around the antemeridian :-(
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# ¿ Mar 25, 2010 10:42 |
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Luminous posted:You will make a fortune off of preteen girls. So many ways to misinterpret that.
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# ¿ Jun 7, 2010 14:46 |
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tunah posted:Add a fart/cowbell/vuvuzela button? All of the above, I'd say.
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# ¿ Jul 12, 2010 12:41 |
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Ugg boots posted:http://pousse.rapiere.free.fr/tome/tiles/AngbandTk/tome-angbandtkmonsterstiles.htm Your Google-fu is commendable, good sir.
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# ¿ Dec 6, 2010 09:34 |
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taqueso posted:Got a video? Yeah this sounds cool but we need a video to judge its true merit!
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# ¿ Oct 7, 2011 09:20 |
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this catte posted:I'm working on a browser-based game of space trading and pirate/cop dodging Were you inspired by Pardus?
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# ¿ Jan 20, 2012 12:05 |
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mintskoal posted:Had this idea for a while but just finally got around to building it. Made a web app called unsubscribr that goes through your email (gmail only for right now, working on Yahoo Mail) and picks out all of the bulk mail. It then gives you a list of results so you can unsubscribe from them really quickly. I did this manually a few months ago. Took me hours. You're a genius, sir. Would love to test your app to see if I missed any crap. Mail me at liev-enswo-uter at google's mail service after removing all them dashes.
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# ¿ Jan 26, 2012 10:01 |
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poemdexter posted:It was a for-fun prototype just because I saw it and said "hey, i could probably program that!" Isometric can suck a dick and I don't even like how I had to draw everything front to back and from bottom to top height wise. The map is reading from a txt file but adding a single row throws off the entire thing since the alternating tiles go stupid. If anyone wants to poke around: https://github.com/poemdexter/Landscape Isometric rendering is FUN imho.
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# ¿ May 8, 2012 08:39 |
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poemdexter posted:Give a decent solution for the following: Your coordinate transformation is completely wrong. Your world model remains a "square grid", you just render isometrically. code:
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# ¿ May 30, 2012 15:32 |
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# ¿ May 9, 2024 07:10 |
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Some kid never heard of Wolfenstein 3D posted:
I feel older than a necron.
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# ¿ Aug 16, 2012 21:05 |