• What are you working on? v19
    6,590 replies, posted
Here's something I made while playing around with Not terraria... totally not a creeper dungeon :wink: [IMG]http://i.imgur.com/KLaMI.png[/IMG]
Make it multiplayer!
[QUOTE=LonelyTimeLord;31346739]Here's something I made while playing around with Not terraria... totally not a creeper dungeon :wink: [IMG]http://i.imgur.com/KLaMI.png[/IMG][/QUOTE] Hmm... I was thinking about adding some dynamic entities... creepers it is! :v: [editline]26th July 2011[/editline] [QUOTE=Ziks;31346764]Make it multiplayer![/QUOTE] I'll try, no promises though! :P
Chris, your terrain generation is so much better than mine :( [thumb]http://i.imgur.com/ydAeJ.png[/thumb]
I didn't know what to call it so I called it spatial hashing, when it probably isn't, but here you go(quiet voice): [video=youtube;C3TocLRJdeM]http://www.youtube.com/watch?v=C3TocLRJdeM[/video]
[QUOTE=Map in a box;31347053]Chris, your terrain generation is so much better than mine :( [thumb]http://i.imgur.com/ydAeJ.png[/thumb][/QUOTE] [url]http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series2D/Random_terrain.php[/url]
[QUOTE=Richy19;31347104][url]http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series2D/Random_terrain.php[/url][/QUOTE] My thing is very wacky, [cpp] Perlin perlin=new Perlin(); float[][] underground=perlin.generatePerlinNoise(32,16,2); float[][] aboveground=perlin.generatePerlinNoise(32,16,2); tilemap=new SpriteSheet("images/spritesheet.png", 16, 16); for(int X=0;X<32;X++){ for(int Y=0;Y<32;Y++){ //tiles[X][Y]=new Tile((Y==5|Y==4) ? (Y==5 ? 4 : r.nextBoolean() ? (r.nextInt(2)+13) : 0) : (Y>5 ? 3 : 0)); if(Y<16){ //System.out.println(Y); if(Y==0){ tiles[X][Y]=new Tile(4); continue; } if(aboveground[X][Y]>0.2){ //double res=Math.sin(X); tiles[X][Y]=new Tile(3); }else{ tiles[X][Y]=new Tile(0); } }else{ if(underground[X][Y-16]>0.5) tiles[X][Y]=new Tile(1); else tiles[X][Y]=new Tile(0); } } } [/cpp]
[QUOTE=Map in a box;31347124]My thing is very wacky, [code] Perlin perlin=new Perlin(); float[][] underground=perlin.generatePerlinNoise(32,16,2); float[][] aboveground=perlin.generatePerlinNoise(32,16,2); tilemap=new SpriteSheet("images/spritesheet.png", 16, 16); for(int X=0;X<32;X++){ for(int Y=0;Y<32;Y++){ //tiles[X][Y]=new Tile((Y==5|Y==4) ? (Y==5 ? 4 : r.nextBoolean() ? (r.nextInt(2)+13) : 0) : (Y>5 ? 3 : 0)); if(Y<16){ //System.out.println(Y); if(Y==0){ tiles[X][Y]=new Tile(4); continue; } if(aboveground[X][Y]>0.2){ //double res=Math.sin(X); tiles[X][Y]=new Tile(3); }else{ tiles[X][Y]=new Tile(0); } }else{ if(underground[X][Y-16]>0.5) tiles[X][Y]=new Tile(1); else tiles[X][Y]=new Tile(0); } } } [/code][/QUOTE] protip: use cpp tags to look more [img]http://www.facepunch.com/fp/ratings/programming_king.png[/img]
[QUOTE=Map in a box;31347053]Chris, your terrain generation is so much better than mine :( [thumb]http://i.imgur.com/ydAeJ.png[/thumb][/QUOTE] One day, all you people will find yourself involved in a not lawsuit. And it will be not pretty.
If we add another "not" to the start he can't touch us! I'll show my progress on Not Not Tetris in a bit.
[QUOTE=Maurice;31347661]One day, all you people will find yourself involved in a not lawsuit. And it will be not pretty.[/QUOTE] [thumb]http://i.imgur.com/xOnj1.png[/thumb] Fix'd
Added a new block... [IMG]http://i.imgur.com/deoNi.png[/IMG] Which is randomly generated throughout the stone, (with the help of BackwardSpy) using perlin noise example: [IMG]http://i.imgur.com/iuHMW.png[/IMG]
[QUOTE=LonelyTimeLord;31347826]Added a new block... [IMG]http://i.imgur.com/deoNi.png[/IMG] Which is randomly generated throughout the stone, (with the help of BackwardSpy) using perlin noise example: [IMG]http://i.imgur.com/iuHMW.png[/IMG][/QUOTE] Release your terrain generation please! I'll donate a whopping $0!
[QUOTE=LonelyTimeLord;31347826]Added a new block... [IMG]http://i.imgur.com/deoNi.png[/IMG] Which is randomly generated throughout the stone, (with the help of BackwardSpy) using perlin noise example: "big epic pic"[/QUOTE] Coal looks a lil infrequent for one of the base materials, but awesome job on the generations. I second what Map in a box said.
[QUOTE=Bambo.;31348317]Coal looks a lil infrequent for one of the base materials, but awesome job on the generations. I second what Map in a box said.[/QUOTE] Maybe I showed you an emptier bit... there are areas which are more populated, how does this area look? :smile: [IMG]http://i.imgur.com/oOBEF.png[/IMG]
[QUOTE=LonelyTimeLord;31348530]Maybe I showed you an emptier bit... there are areas which are more populated, how does this area look? :smile: ""[/QUOTE] Wow. This looks awesome! also its much better
Chris I know you are there! I'll stalk you until you release that not terrain function un(stuff){return !stuff} un(not !generation)!
[QUOTE=Map in a box;31347833]Release your terrain generation please! I'll donate a whopping $0![/QUOTE] At the moment it's literally just 5 or something octaves of one-dimensional perlin noise to create a heightmap, and then LonelyTimeLord used some 2D perlin noise to generate the coal patches :P Pretty simple really. No cave support yet, but I have some ideas for those. I'm also going to stop using a heightmap and switch to a much better method which can generate tunnels and overhangs!
After seeing the source shader editor, I decided to code a flowGraph editor myself in xna from scratch. Using gui libraries would have been lame :D [IMG]http://img146.imageshack.us/img146/9677/flographeditor.png[/IMG]
[QUOTE=s0ul0r;31350489]After seeing the source shader editor, I decided to code a flowGraph editor myself in xna from scratch. Using gui libraries would have been lame :D[/QUOTE] Prove it.
[QUOTE=s0ul0r;31350489]After seeing the source shader editor, I decided to code a flowGraph editor myself in xna from scratch. Using gui libraries would have been lame :D[/QUOTE] Use NeoForce
[QUOTE=Map in a box;31350505]Prove it.[/QUOTE] Forgot the image, lol.
[QUOTE=s0ul0r;31350520]Forgot the image, lol.[/QUOTE] I have been successfully served. Well played monsieur.
[QUOTE=s0ul0r;31350520]Forgot the image, lol.[/QUOTE] Link a gate to itself, post results [editline]26th July 2011[/editline] Wait, are you doing it with recursion or just calling the DoCalculations() function on every gate on the screen?
[QUOTE=Ziks;31350560]Link a gate to itself, post results [editline]26th July 2011[/editline] Wait, are you doing it with recursion or just calling the DoCalculations() function on every gate on the screen?[/QUOTE] Right now this is just a raw prototype I whipped together in 2 days. And attaching the output to the input does nothing, since the output value is null. So it doesn't even start to calculate the value. And I'm just calling the DoCalculations() for every gate in the update loop. [IMG]http://img837.imageshack.us/img837/8802/flowrelink.png[/IMG] Edit: Ok, assigning a standard value for the gates as outputs brings the wanted results: When you link the output of the add gate to itself, it counts upwards.
BLOOD FOR THE BLOOD GOD [img]http://i.imgur.com/msgh3.png[/img] Got actual fighting implemented now, people have HP and don't just disappear. Fucking revolutionary. Also was pleasantly surprised when I left it running while I got dinner and it didn't crash. [editline]26th July 2011[/editline] Also I just remembered it still isn't a game.
I'm back from my two weeks of inactivity. Now I'm porting my engine from love to polycode. So far I've got my fade-to-black-and-back library successfully ported, I made it simulate awakening. It looks pretty cool. I've also got an amazing idea for a game the ambition to see it through.
3 days! Yay! Release it in -0 days! FOR ME?!
Not terraria update: [IMG]http://i.imgur.com/h9o1A.png[/IMG] Gold is only generated below a certain level, and diamond even lower than that, as well as being rarer, here's an example: [IMG]http://i.imgur.com/JoqCD.png[/IMG]
[QUOTE=LonelyTimeLord;31353820]Not terraria update: [IMG]http://i.imgur.com/h9o1A.png[/IMG] Gold is only generated below a certain level, and diamond even lower than that, as well as being rarer, here's an example: [IMG]http://i.imgur.com/JoqCD.png[/IMG][/QUOTE] Stop it you're showing me up for my lack of content! :v: I'm adding creepers tonight... hopefully they'll work by the time I can post them in WAYWO (tomorrow)
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