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JDog053 DevBlog
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Topic: JDog053 DevBlog (Read 179392 times)
JDog053
Playtester
Bunnymonkey
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Posts: 1690
Re: JDog053 DevBlog
«
Reply #1665 on:
February 12, 2012, 05:45:56 PM »
Thanks!
Yeah, i've cooked up a few different enemy types
Hazards
Stalactite/mites (tites will drop and reform after a few seconds, only drop when under them) mites are just static spikes..
Geysers - fire upwards every so often
Water/Lava - wounds on contact
Enemies
Frog - walks across a surface and jumps up and down every so often (basically a bouncing goomba)
Moth - fly's back and forth (tracks player if close)
Rat - walks along every surface regardless of orientation
Spider - hangs from web, fires web at player if close...
and then 'bosses' would be bigger versions of these creatures (if I get around to it)
I've added a particle sysem into this project again as i'm working on the dumping of the fruit end of level sequence
improved the fruit basket aswell, but as ever, everything is placeholder currently.
bat_project11.PNG
(33.29 KB, 806x512 - viewed 35 times.)
bat_project12.PNG
(49.53 KB, 806x512 - viewed 41 times.)
«
Last Edit: February 12, 2012, 06:02:18 PM by JDog053
»
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fog
Binary Zoo
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Bunnymonkey
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Re: JDog053 DevBlog
«
Reply #1666 on:
February 13, 2012, 07:20:45 PM »
Some good ideas there. More games should feature fruity explosions.
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JDog053
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Bunnymonkey
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Re: JDog053 DevBlog
«
Reply #1667 on:
February 13, 2012, 08:17:16 PM »
Quote from: fog on February 13, 2012, 07:20:45 PM
Some good ideas there. More games should feature fruity explosions.
Heh, that was just a test, will probably have fruit fireworks when you finish a level
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Projects - Tile Engine/Editor, Platformer Game.
JDog053
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Bunnymonkey
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Posts: 1690
Re: JDog053 DevBlog
«
Reply #1668 on:
February 15, 2012, 12:56:56 AM »
I'm now working on making the levels procedurally, given a size it will populate the grid with tiles, then using something called 'cellular automata' carve a level from the data given a series of rules...
This tutorial I found sums it up
http://www.emanueleferonato.com/2011/05/17/using-cellular-automata-to-generate-random-land-and-water-maps-with-flash/
I'm tweaking it at the moment to produce suitable caves, then i'll worry about it picking a start and end point and making sure the level is solveable! All this because i'm too lazy to make levels myself.
EDIT: Though i'm using cellular automata, i'm not using it the way that tutorial describes as obviously those levels generated don't suit my needs entirely... at the moment I have the solid cave and the nodes/points start to bore into it a number of times to taste... I'm currently missing a start and exit, the aim is to have the start and exit connected by tunnels from node to node (which i'll fiddle with tomorrow evening)
Anyhoo a couple of random screenshots (zoomed out x0.5). Still have my debug text, added the screen raster lines effect of old
bat_project13.PNG
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bat_project14.PNG
(30.9 KB, 806x512 - viewed 35 times.)
«
Last Edit: February 15, 2012, 11:42:15 PM by JDog053
»
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Binary Zoo
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Bunnymonkey
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Re: JDog053 DevBlog
«
Reply #1669 on:
February 16, 2012, 12:16:25 PM »
That looks like a really cool cave generating routine. How do you plan on making sure all there are no inaccessible areas like in the first screenie? (it's probably easy to do, I've just never given it any thought
)
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JDog053
Playtester
Bunnymonkey
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Posts: 1690
Re: JDog053 DevBlog
«
Reply #1670 on:
February 16, 2012, 04:04:52 PM »
Quote from: fog on February 16, 2012, 12:16:25 PM
That looks like a really cool cave generating routine. How do you plan on making sure all there are no inaccessible areas like in the first screenie? (it's probably easy to do, I've just never given it any thought
)
Probably going to calculate the start to exit route, calculate a cavern, then combine the two to form the level
that way you can get evrywhere with the level having some interesting geometry... then i'll do a few additional passes to place the enemies and the fruit (in theory!)
Going more down this sort of route (will be working on implimenting it tonight!)
http://roguebasin.roguelikedevelopment.org/index.php?title=Cellular_Automata_Method_for_Generating_Random_Cave-Like_Levels
«
Last Edit: February 16, 2012, 06:04:46 PM by JDog053
»
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fog
Binary Zoo
Zookeeper
Bunnymonkey
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Re: JDog053 DevBlog
«
Reply #1671 on:
February 17, 2012, 07:40:19 PM »
Thanks for the links JDog. I've a couple of ideas that would need procedurally generated levels so I'll store those for reference. (OK, I could use hand designed levels, but that's not going to happen
)
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JDog053
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Bunnymonkey
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Re: JDog053 DevBlog
«
Reply #1672 on:
February 17, 2012, 09:14:48 PM »
Quote from: fog on February 17, 2012, 07:40:19 PM
Thanks for the links JDog. I've a couple of ideas that would need procedurally generated levels so I'll store those for reference. (OK, I could use hand designed levels, but that's not going to happen
)
My thoughts exactly! As much as I love the idea of making tons of levels, my laziness far outweighs my ability... so i'll just let the computer make and populate them!
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Prime_8
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Re: JDog053 DevBlog
«
Reply #1673 on:
February 17, 2012, 10:44:14 PM »
wow love that .
& the way of 'sorting ' nois images into landmass is very cool.
i could see how that woudl relate to your caves.. very cool man .
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JDog053
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Bunnymonkey
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Posts: 1690
Re: JDog053 DevBlog
«
Reply #1674 on:
February 19, 2012, 02:55:32 PM »
In the meantime while I work out a decent way of doing caves that suit the game, i'm returning to enemies and alloing the player to die. Since I can still make and load levels in paint i'll be using this to make a series of 'test caves' before the procedural ones takeover.
Then it will be a case of distributing the enemies over a generated level...
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fog
Binary Zoo
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Bunnymonkey
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Re: JDog053 DevBlog
«
Reply #1675 on:
February 19, 2012, 04:11:55 PM »
Quote from: JDog053 on February 19, 2012, 02:55:32 PM
In the meantime while I work out a decent way of doing caves that suit the game, i'm returning to enemies and alloing the player to die. Since I can still make and load levels in paint i'll be using this to make a series of 'test caves' before the procedural ones takeover.
Then it will be a case of distributing the enemies over a generated level...
Have you thought about doing what I mentioned in a different thread? Get your procedural routine to generate a whole load of levels and then selecting the ones to use in game?
That way you get the rapid level design of a procedural routine along with manually weeding out any unsuitable levels.
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JDog053
Playtester
Bunnymonkey
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Re: JDog053 DevBlog
«
Reply #1676 on:
February 19, 2012, 05:05:57 PM »
Thats actually a great idea, generate 100+ levels, save them to files, then weed out the good ones by making them game ready, thats a good thought!
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Prime_8
Bunnymonkey
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Re: JDog053 DevBlog
«
Reply #1677 on:
February 20, 2012, 07:27:13 PM »
lol and leave a feature for play to try a pure random possibly un sovable leve if they feeling lucky .. LOL
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JDog053
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Bunnymonkey
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Posts: 1690
Re: JDog053 DevBlog
«
Reply #1678 on:
February 24, 2012, 03:18:54 AM »
Started to implement enemies properly now.
I'm cloning all the basic Mario enemies at the moment. And intend to write modified versions of these if needbe.
You still can't die yet though
The enemies in the screenshot walk back and forth on whatever platform they're on and are smart enough not to drop off.
I have a variation which when its at an edge it jumps off. I intend to make the properties toggleable so you can have an enemy that does everything!
And i've decided for this project to go down the lines of procedural generation to create a rough cavern, manual cavern manipulation in paint to create the final level as its just easier.
Been finalising the UI (not the graphics, all of it is placeholder currenty!) so I can continue with working on the game again.
bat_project15.PNG
(25.44 KB, 806x512 - viewed 34 times.)
bat_project16.PNG
(16.63 KB, 806x512 - viewed 30 times.)
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T_M_C
Playtester
Bunnymonkey
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Posts: 2663
TMC
Re: JDog053 DevBlog
«
Reply #1679 on:
February 25, 2012, 11:28:32 AM »
Hey Jdog.
Looks like you've made a lot of progress since i was last here.
Love your procedural caverns.
Great to see you're still coding.
TMC
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