[QUOTE=Anonim;33184410]Revised that algorithm as [I]fuck[/I].
[img]http://i.imgur.com/THlvD.gif[/img][/QUOTE]
Your maze is still unconnected.
There are some very simple maze generation algorithms. For example:
[code]
choose an arbitrary cell, push this onto the stack
while the stack is not empty:
pop the top cell from the stack
for each neighboring cell:
if neighboring cell has not been flagged as 'traversed':
connect the two cells
flag this cell as traversed
push this cell onto the stack
[/code]
It can also be done with recursion instead of a stack/queue, if you find that simpler.
[QUOTE=Night-Eagle;33169888]So it turns out that each individual gun has more detail than the thing it is mounted on.
[url=http://eagle.undo.it:8083/img/kintel_69.png][img]http://eagle.undo.it:8083/img/kintel_69_cr.png[/img][/url]
I'm okay with this (for now) :buddy:[/QUOTE]
[media]http://www.youtube.com/watch?v=HbegNmKRZUM[/media]
One of the best space sim games ever looked worse than that, don't worry!
[QUOTE=ROBO_DONUT;33187147]You still have isolated chunks.
There are some very simple maze generation algorithms. For example:
[code]
choose an arbitrary cell, push this onto the stack
while the stack is not empty:
pop the top cell from the stack
for each neighboring cell:
if neighboring cell has not been flagged as 'traversed':
connect the two cells
flag this cell as traversed
push this cell onto the stack
[/code]
It can also be done with recursion instead of a stack/queue, if you find that simpler.[/QUOTE]
Some chunks need their isolation mate. They're at that stage in their life.
It's best to just leave them alone, they just need time to get over it and will connect with their friends later.
I have a problem.
For my "tile based game" I was loading a new texture from a file for each tile type.
Now I wanted to save all those textures in only one file, and every tile in the game would actually be a part of that texture that is rendered. I made that big texture(textures/tiles are separated by one alpha pixel), wrote the code so I can render parts of the texture... and it doesn't work properly.
Gaps appear between the tiles (or colored lines (like in the image bellow), if I fill the ares between the tiles in the big texture with color).
But it doesn't appear always, only when I scroll.
NOTE: This issue doesn't happen when every tile texture is loaded from a different texture.
[img]http://img256.imageshack.us/img256/7660/11688188.png[/img]
Using DX9, and rendering using ID3DXSprite.
[QUOTE=AntonioR;33187415]I have a problem.
For my "tile based game" I was loading a new texture from a file for each tile type.
Now I wanted to save all those textures in only one file, and every tile in the game would actually be a part of that texture that is rendered. I made that big texture(textures/tiles are separated by one alpha pixel), wrote the code so I can render parts of the texture... and it doesn't work properly.
Gaps appear between the tiles (or colored lines (like in the image bellow), if I fill the ares between the tiles in the big texture with color).
But it doesn't appear always, only when I scroll.
NOTE: This issue doesn't happen when every tile texture is loaded from a different texture.
[img]http://img256.imageshack.us/img256/7660/11688188.png[/img]
Using DX9, and rendering using ID3DXSprite.[/QUOTE]
You need nearest-neighbor texture filtering or interpolation.
[QUOTE=Osherzz;33187091]Actually, if you look at the upload date of this video and my first Lario video on my channel you'll see I was the first to use it...[/QUOTE]
It's a joke because the video was so terrible.
[editline]8th November 2011[/editline]
I wasn't being serious at all.
[QUOTE=Fatal-Error;33187186][media]http://www.youtube.com/watch?v=HbegNmKRZUM[/media]
One of the best space sim games ever looked worse than that, don't worry![/QUOTE]
Wow they really knew how to make music in games get you pumped up back in the day!
[editline]lol[/editline]
Content:
[img]http://i.imgur.com/ObPcX.jpg[/img]
Switched the array I was using to store the world, into a multidimensional one and I've yet to convert the oxygen code over to it, but so far it seems a lot simpler.
[QUOTE=ROBO_DONUT;33187477]You need nearest-neighbor texture filtering or interpolation.[/QUOTE]
What is that ?
[QUOTE=AntonioR;33187415]I have a problem.
For my "tile based game" I was loading a new texture from a file for each tile type.
Now I wanted to save all those textures in only one file, and every tile in the game would actually be a part of that texture that is rendered. I made that big texture(textures/tiles are separated by one alpha pixel), wrote the code so I can render parts of the texture... and it doesn't work properly.
Gaps appear between the tiles (or colored lines (like in the image bellow), if I fill the ares between the tiles in the big texture with color).
But it doesn't appear always, only when I scroll.
NOTE: This issue doesn't happen when every tile texture is loaded from a different texture.
[img]http://img256.imageshack.us/img256/7660/11688188.png[/img]
Using DX9, and rendering using ID3DXSprite.[/QUOTE]
I'd look for a DX equivalent to this
[url]http://www.opengl.org/resources/code/samples/sig99/advanced99/notes/node64.html[/url]
An early prototype of a space-station building\mining\space combat game. If it'll ever get that far.
[url]http://www.dvdflick.net/ultraspace/[/url]
[img]http://www.dvdflick.net/ultraspace/terriblw.png[/img]
[QUOTE=Exl;33188161]An early prototype of a space-station building\mining\space combat game. If it'll ever get that far.
[url]http://www.dvdflick.net/ultraspace/[/url]
[img]http://www.dvdflick.net/ultraspace/terriblw.png[/img][/QUOTE]
Looks pretty cool so far. I couldnt get anything to really line up though and just ended placing them randomly.
[QUOTE=RyanDv3;33187861]I'd look for a DX equivalent to this
[URL]http://www.opengl.org/resources/code/samples/sig99/advanced99/notes/node64.html[/URL][/QUOTE]
I don't think that texture borders do what you think. Even if it did it would effectively create the same problem it's trying to stop.
Really great design there, I did find a couple bugs though, can you rotate blocks? if you can't then the size of a station is very limited. You also need to align the exits a bit better, I found a couple cases it would only connect 1 exit even though there was a couple available. Also the docking area is quite restricted, it should be able to be placed on all sides.
[QUOTE=Philly c;33188288]I don't think that texture borders do what you think. Even if it did it would effectively create the same problem it's trying to stop.[/QUOTE]
I wasn't posting that as a solution to his problem; that was something that might relate to it. I've had texture border problems before, and reading up on opengl handled it was what helped me solve the problem.
You all knew it was coming sooner or later.
[img]http://i.imgur.com/7zrGT.png[/img]
In unrelated news, I need more pixel hats that fit on Mario's head.
Feel free to post any
[img]http://i.imgur.com/N2wo9.png[/img]
That's a fine towering pillar of hats you've got there.
Testing my destructible environment thing.
For testing, I used my Zelda game.
[img]http://i55.tinypic.com/15rfblv.png[/img]
Link walks right through it. :V
[QUOTE=Maurice;33189257]You all knew it was coming sooner or later.
[img]http://i.imgur.com/7zrGT.png[/img]
In unrelated news, I need more pixel hats that fit on Mario's head.
Feel free to post any
[img]http://i.imgur.com/N2wo9.png[/img][/QUOTE]
[img]http://filesmelt.com/dl/PyrosBeanie.png[/img]
Pyro's Beanie
[img]http://filesmelt.com/dl/ChieftanChallenge.png[/img]
Chieftan's Challenge
[img]http://filesmelt.com/dl/ConnoisseursCap.png[/img]
Connoisseurs Cap
[img]http://filesmelt.com/dl/DemoMansFro.png[/img]
Demoman's Fro
[img]http://filesmelt.com/dl/OfficersUshanka.png[/img]
Officer's Ushanka
[img]http://filesmelt.com/dl/PrinceTavishsCrown.png[/img]
Prince Tavish's Crown
Any good?
[img]http://i.imgur.com/LZJkB.png[/img]
Rich and non-irish.
[QUOTE=Maurice;33190184][img]http://i.imgur.com/4WsDf.png[/img]
Rich and non-irish.[/QUOTE]
Yay. More coming soon.
[editline]8th November 2011[/editline]
If you want em that is.
Elvis hair
[IMG]http://i869.photobucket.com/albums/ab255/Yournameisinvalid21/Elvis_hair.png[/IMG]
I will make more if I'm ever creative again.
[editline] asdas [/editline]
I should stop now
[IMG]http://i869.photobucket.com/albums/ab255/Yournameisinvalid21/Ishouldstopnow.png[/IMG]
[IMG]http://i.imgur.com/DAEYa.png[/IMG]
the good scout hats :D
[QUOTE=Garb;33190246]Elvis hair
[IMG]http://i869.photobucket.com/albums/ab255/Yournameisinvalid21/Elvis_hair.png[/IMG]
I will make more if I'm ever creative again.[/QUOTE]
Meh. Your's is better.
[img]http://filesmelt.com/dl/HoundDog.png[/img]
Hound Dog
[IMG]http://i.imgur.com/KKnBX.png[/IMG]
Redacted Potato Hat
[editline]8th November 2011[/editline]
That brown scares me, though. Might want to lighten it :v:
[img]http://filesmelt.com/dl/SoberStuntman.png[/img]
Sober Stuntman
[img]http://filesmelt.com/dl/FancyFedora.png[/img]
Fancy Fedora
[img]http://filesmelt.com/dl/HorrificHeadSplitter.png[/img]
Horrific Head Splitter
[img]http://filesmelt.com/dl/MagistratesMullet.png[/img]
Magistrates Mullet
[img]http://filesmelt.com/dl/PrussianPickelhaube.png[/img]
Prussian Pickelhaube
[img]http://filesmelt.com/dl/Samur-Eye.png[/img]
Samur-Eye
[img]http://filesmelt.com/dl/WikiCap.png[/img]
Wiki Cap
Last one I promise.
Pimp Mario.
[IMG]http://i869.photobucket.com/albums/ab255/Yournameisinvalid21/pimpmarioay.png[/IMG]
Mario hats: Programmer art at it's finest.
Where did all these pixel artists come from?
[QUOTE=KillerJaguar;33190584]Where did all these pixel artists come from?[/QUOTE]
I dont know, but I have been doing the most mediocre pixel art for about 3 years.
[editline]8th November 2011[/editline]
[QUOTE=Sam Za Nemesis;33190601]I've made two headgears that are [i]not[/i] from other games
[img]http://s3.noelshack.com/uploads/images/16825225519179_copyright_infringiment_2.png[/img]
Here's the sprite version if you want to use it:
[img]http://s3.noelshack.com/uploads/images/8460712254159_copyright_infringiment.png[/img][/QUOTE]
Megaman and Sonic.
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