• What are you working on? v19
    6,590 replies, posted
I'm currently working on a procedual jungle generator in XNA to get familiar with it, here's what it looks like so far: [IMG]http://i53.tinypic.com/29oq4cx.png[/IMG] I'm considering adding an inventory and stuff to get more used to how the arrays and whatnot work. What should I add to make it more jungley? I'm thinking of having clouds/fog swirling about. It can technically be of any size at the moment, but I'm not sure how fast it would be with huge areas.
[QUOTE=chaz13;31550597]What should I add to make it more jungley?[/QUOTE] Add shadows under the trees
What would be a good way to make a block-based game like Collapse and figure out if the blocks meet a certain pattern?
[QUOTE=chaz13;31550651]I'm currently working on a procedual jungle generator in XNA to get familiar with it, here's what it looks like so far: I'm considering adding an inventory and stuff to get more used to how the arrays and whatnot work. What should I add to make it more jungley? I'm thinking of having clouds/fog swirling about. It can technically be of any size at the moment, but I'm not sure how fast it would be with huge areas.[/QUOTE] Add water of some form
Did a little optimising of the non generation aspects of the planet. Moved the generation of the atmosphere outside of the main while loop and created an atmospheric modification map, stopped the lighting from updating if it doesnt need to update, and did the same for shadows Previously ran at 16 fps Now runs at 60 fps with a still light, 30 fps with a moving light, and drops down to 16 for *one* frame when updating the shadows (happens 8 times in a full light circling) Edit: Stopped the doppler effect from constantly updating - runs at 72 fps with no moving light, 57 with doppler changing, 35 with light and no doppler change, and 17.8ish when the light moves and the shadows update. Not so awful compared to the rock solid 16 it used to be eh? :v:
[QUOTE=CarlBooth;31550778]Add shadows under the trees[/QUOTE] That was a really good call, looks so much better. Thanks! (taught me how to use alpha and colour tinting with spritebatches too...) And as for the water, the desaturated torquoise blobs are supposed to be water.. I guess I should draw them better!
Programmers aren't expected to be good artists :wink:
I'm working on re-doing the Halo Trilogy using the Doom Engine in order to get familiar with things like mapping, making sprites, etc. what the fuck is so funny
[QUOTE=chaz13;31550651]I'm currently working on a procedual jungle generator in XNA to get familiar with it, here's what it looks like so far: [IMG]http://i53.tinypic.com/29oq4cx.png[/IMG] I'm considering adding an inventory and stuff to get more used to how the arrays and whatnot work. What should I add to make it more jungley? I'm thinking of having clouds/fog swirling about. It can technically be of any size at the moment, but I'm not sure how fast it would be with huge areas.[/QUOTE] Shadows and tons more trees. And vines.
Thanks for the suggestions, it's looking really cool now :smile: I'm spending a while working out if anything I've done any awful practices so far and cleaning it up a bit. [IMG]http://i52.tinypic.com/23jr2wn.png[/IMG] I'm thinking of going a sort of survival game route with it.
Dear Facepunch... Would you like a Flake with your 99 :v: Sorry, just working on something and I'm stuck so I thought I would come and fuck around in here for a bit. Back to work I guess...
[QUOTE=chaz13;31552586]Thanks for the suggestions, it's looking really cool now :smile: I'm spending a while working out if anything I've done any awful practices so far and cleaning it up a bit. [IMG]http://i52.tinypic.com/23jr2wn.png[/IMG] I'm thinking of going a sort of survival game route with it.[/QUOTE] You could make a top-down jungle survival game :) Just add some way to build stuff, some NPCs, and some gameplay features.
[QUOTE=TheChantzGuy;31552530]I'm working on re-doing the Halo Trilogy using the Doom Engine in order to get familiar with things like mapping, making sprites, etc. what the fuck is so funny[/QUOTE] I'm building a space shuttle in order to get familiar with things like engineering and engines. That's what the fuck is so funny.
I'm working on map generation for my contest entry. So far I've got caves, two types of dungeon, and island regions generating fairly well. I set the generator to make small maps for debugging purposes (each ascii character represents a 32x32 square tile), but it can handle bigger maps as well. Island regions look better as large maps by design. [quote] [url=http://i.imgur.com/XcTEh.png][img]http://i.imgur.com/XcTEh.png[/img][/url] [/quote] Three more map types to go until I can start working on other things. EDIT: combined the images for less page stretching, although it now looks weird as a thumbnail
[QUOTE=Robber;31552945]I'm building a space shuttle in order to get familiar with things like engineering and engines. That's what the fuck is so funny.[/QUOTE] oh ha well it's more or less me trying to do it then just fucking attacking this shit
[QUOTE=Funley;31552757]You could make a top-down jungle survival game :) Just add some way to build stuff, some NPCs, and some gameplay features.[/QUOTE] I think I just had an even better idea. Dinosuar hunting, anyone?
[QUOTE=chaz13;31553128]I think I just had an even better idea. Dinosuar hunting, anyone?[/QUOTE] Have you ever read the story [i]The Most Dangerous Game[/i]? It's a story about a man hunting people for fun, as part of a game, on his large island. The protagonist sets different kinds of traps throughout the forest to try to kill his hunter. That'd actually be a very fun game to make and play..could that be a possibility?
[QUOTE=Quark:;31553210]Have you ever read the story [i]The Most Dangerous Game[/i]? It's a story about a man hunting people for fun, as part of a game, on his large island. The protagonist sets different kinds of traps throughout the forest to try to kill his hunter. That'd actually be a very fun game to make and play..could that be a possibility?[/QUOTE] I remember reading that Freshman year. Hoooly shit that sounds like so much fun (to be either person).
[QUOTE=Quark:;31553210]Have you ever read the story [i]The Most Dangerous Game[/i]? It's a story about a man hunting people for fun, as part of a game, on his large island. The protagonist sets different kinds of traps throughout the forest to try to kill his hunter. That'd actually be a very fun game to make and play..could that be a possibility?[/QUOTE] Hm, I haven't but that sounds pretty cool. I might do a mix of all the idea, a survival style game which happens to have dinosaurs which you can hunt and trap with makeshift traps. My main issue at the mo is all the foilage is basically un-usable, if that makes sense. As in, collisions or any operation on an individual plant will be really slow due to how it works, so things like chopping trees down for wood won't work as of current. Hmm.
[QUOTE=chaz13;31553128]I think I just had an even better idea. Dinosuar hunting, anyone?[/QUOTE] This x100
[QUOTE=chaz13;31553128]I think I just had an even better idea. Dinosuar hunting, anyone?[/QUOTE] Oh yeees.
[QUOTE=chaz13;31552586]Thanks for the suggestions, it's looking really cool now :smile: I'm spending a while working out if anything I've done any awful practices so far and cleaning it up a bit. [IMG]http://i52.tinypic.com/23jr2wn.png[/IMG] I'm thinking of going a sort of survival game route with it.[/QUOTE] I would buy this
[QUOTE=Shane;31554069]I would buy this[/QUOTE] You'd buy a screenshot of an incomplete game? I think I've found a market niche...
[QUOTE=BlkDucky;31554134]You'd buy a screenshot of an incomplete game? I think I've found a market niche...[/QUOTE] When people say that it generally means, "You have a good presentation style!"
[QUOTE=Downsider;31554883]When people say that it generally means, "You have a good presentation style!"[/QUOTE] It was sarcasm. :downs:
[QUOTE=Map in a box;31554896]It was sarcasm. :downs:[/QUOTE] I know, but the agree and dumb ratings scared me.
[QUOTE=Shane;31554069]I would buy this[/QUOTE] It's yours for the small price for $1,000,000! I'll even throw in the source code, the director's commentary and a lock of my (pubic) hair. (But seriously, thanks :smile: Although it's far from anything remotely impressive..)
Which would be more efficient: Having a png imagemap for a font, and drawing them as seperate quads in OpenGL, or combining them into one quad(which is harder and takes more memory)
I've been working on a bit of that 2D dynamic shadow business: [video=youtube;RMoQEsNR0F0]http://www.youtube.com/watch?v=RMoQEsNR0F0[/video]
[QUOTE=Imhotep;31555322]I've been working on a bit of that 2D dynamic shadow business: [/QUOTE] I've always had an issue where the shadows are not drawn on top of the casting object so they don't cover objects behind it either and your video doesn't show that, do you get that issue or not? Because that lighting's awesome.
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