Author Topic: Mockups "please say this is going to be a game"  (Read 138872 times)

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Offline JamesV

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Re: Mockups "please say this is going to be a game"
« Reply #270 on: December 17, 2014, 04:52:57 am »
Some kind of approximation of what Alien Breed would look like on the TI-84+CSE. Unfortunately I doubt it will ever happen due to speed restrictions, scrolling requirements, etc. but it's nice to dream :P


Offline DJ Omnimaga

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Re: Mockups "please say this is going to be a game"
« Reply #271 on: December 17, 2014, 07:15:23 am »
Maybe an HP Prime or TI-Nspire version? :D

This truly looks nice :D

Offline bb010g

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Re: Mockups "please say this is going to be a game"
« Reply #272 on: December 24, 2014, 01:33:20 am »
Maybe an HP Prime or TI-Nspire version? :D
A Prime version would be cool. *cough* *cough* JOIN US *cough *cough*

Can't wait to see this finished. :)
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Offline Eiyeron

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Re: Mockups "please say this is going to be a game"
« Reply #273 on: December 29, 2014, 12:05:38 pm »
Not really something looking like a game but a topic about that kind of program should be done. I toyed with TCOD and simplex noise. I did a simple perlin-like noise to 8 gray scale + position dithering. Here is the coordonate dithering method. You can change the 4 into any power of 2.

Code: (c) [Select]
int u = x&-(4-(x&1));
int v = y&-(4-(y&1));

EDIT : here is the actual code. you'll need TCOD, which seems to be a pretty nice roguelike-based terminal emulator+utilities library
Spoiler For Spoiler:
Code: [Select]
#include <math.h>
#include <iostream>
#include <libtcod/libtcod.hpp>
#include "OpenSimplexNoise.hpp"

float step(float value, int steps) {
if(steps > 1) --steps;
return (int)(value * steps)/(float)steps;
}

float clamp(float value) {
float result = value < 0 ? 0 : value;
return result > 1 ? 1 : result;
}

int main(int argc, char const *argv[])
{
OpenSimplexNoise noise(0);

TCODConsole::initRoot(80,50,"Open Simplex Noisem",false);

bool done = false;
int t = 0;
float scale = 1./50.;
float timescale = 1./600.;
while(!done) {
TCODConsole::root->clear();

for (int x = 0; x < 80; ++x)
{
for (int y = 0; y < 50; ++y)
{
int u = x&-(4-(y&1));
int v = y&-(4-(x&1));
float value = 0;
value += noise.value(u * scale, v * scale, t*timescale );
// value -= noise.value((j&1) * scale, (i&1) * scale, t/100.)/3;
value = ((value + 1)/2.);
value = clamp(value);
value = step(value, 8);
int pixel = value * 255;
TCODConsole::root->setCharBackground(x, y, TCODColor(pixel, pixel, pixel));
}
}
TCODConsole::flush();
t++;


TCOD_key_t key;
TCODSystem::checkForEvent(TCOD_EVENT_KEY_PRESS,&key,NULL);
switch(key.vk) {
case TCODK_ESCAPE:
done = true;
break;

default:
break;
}
}

return 0;
}

EDIT 2 : Hey, I did a terrain generator!

Spoiler For Spoiler:
Code: [Select]
#include <math.h>
#include <iostream>
#include <libtcod/libtcod.hpp>
#include "OpenSimplexNoise.hpp"

using namespace std;

float minusPositiveToZeroOne(float value) {
return ((value + 1.)/2.);

}

float step(float value, int steps) {
if(steps > 1) --steps;
return (int)(value * steps)/(float)steps;
}

float clamp(float value, float min, float max) {
float result = value < min ? min : value;
return result > max ? max : result;
}

float clamp(float value) {
return clamp(value, 0., 1.);
}


float getMaxDistance(int width, int height) {
int maxLength = max(width, height);
return sqrt(maxLength*maxLength);
}

int main(int argc, char const *argv[])
{
OpenSimplexNoise noise(0);

int width = 100;
int height = 100;
TCODConsole::initRoot(width, height,"Open Simplex Noisem",false);

bool done = false;
int t = 0;
float timescale = 1./100.;

float factors[5] = {1, .5, .7, 1, .05};
float scales [5] = {90, 37, 17, 5, 2};
float power  [5] = {1, 1, 1, 4, 1};
float offsets[5] = {0.5, 0, 0,  .1, 0};
bool ridged  [5] = {false, true, false, false, false};

while(!done) {
TCODConsole::root->clear();

for (int x = 0; x < width; ++x)
{
for (int y = 0; y < height; ++y)
{
float heightMap = 0;
float totalFactor = 0;
for (int i = 0; i < 5; ++i) {
float s = 1./scales[i];
float f = factors[i];
float p = power[i];
float o = offsets[i];
bool ridge = ridged[i];

totalFactor += f;
if(ridge) {
heightMap += 1 - clamp(pow(minusPositiveToZeroOne(fabs(noise.value(x * s, y * s, t*timescale))), p)*f + o);

} else {
heightMap += clamp(pow(minusPositiveToZeroOne(noise.value(x * s, y * s, t*timescale)), p)*f + o);
}
}

heightMap /= totalFactor;
//heightMap = minusPositiveToZeroOne(heightMap);

float dx = width/2 - x;
float dy = height/2 - y;
float distanceSq = dx*dx + dy*dy;
float distance = sqrt(distanceSq);
float factor = pow(1- distance/getMaxDistance(width, height), 0.4);

float heat = minusPositiveToZeroOne(noise.value(x/25., y/25., t*timescale));

float value = heightMap;
value *= pow(factor, 1.5);
int pixel = 255 * value;
if(value < 0.5) {
int blue = 255 * (0.5 + value);
TCODConsole::root->setCharBackground(x, y, TCODColor(pixel, pixel, blue));
}
else{
if(heightMap > .8) {
TCODConsole::root->setCharBackground(x, y, TCODColor(pixel, pixel, pixel));
}
else if(heat > .75) {
int yellow = pixel + (255 - pixel) * (heat);
TCODConsole::root->setCharBackground(x, y, TCODColor(yellow, yellow, pixel));
} else {
int green = pixel + (255 - pixel) * (heat + heightMap)/2;
TCODConsole::root->setCharBackground(x, y, TCODColor(pixel, green, pixel));

}
}


}
}
TCODConsole::flush();
t++;


TCOD_key_t key;
TCODSystem::checkForEvent(TCOD_EVENT_KEY_PRESS,&key,NULL);
switch(key.vk) {
case TCODK_ESCAPE:
done = true;
break;

default:
break;
}
}

return 0;
}
« Last Edit: December 29, 2014, 02:07:57 pm by Eiyeron »

Offline Eiyeron

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Re: Mockups "please say this is going to be a game"
« Reply #274 on: January 12, 2015, 09:18:21 am »
I found yesterday a rocking tileset. his could be a thing if I could team with someone (and with a good idea).

Soru, you want I to port it to 4G for your projects? ;)
« Last Edit: January 12, 2015, 01:43:19 pm by Eiyeron »

Offline Keoni29

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Re: Mockups "please say this is going to be a game"
« Reply #275 on: January 12, 2015, 01:49:23 pm »
What is this palette? It looks really nice :D
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Offline TIfanx1999

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Re: Mockups "please say this is going to be a game"
« Reply #276 on: January 12, 2015, 01:50:38 pm »
Wow! For 8x8 tiles those are fantastic! :O

Offline Eiyeron

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Re: Mockups "please say this is going to be a game"
« Reply #277 on: January 12, 2015, 02:05:07 pm »
What is this palette? It looks really nice :D

The palette is still Dawnbringer 16/32. This palette rocks and I used it more than once

here's the tileset (but I'll use it, so be warned) : http://opengameart.org/content/micro-tileset-overworld-and-dungeon

Offline Jonius7

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Re: Mockups "please say this is going to be a game"
« Reply #278 on: January 13, 2015, 06:04:13 pm »
That looks really interesting, Eiyeron. I can see the terrain generator map being used for an overview/zoomed out map, and the tileset, or similar for the game environment itself.
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Offline LDStudios

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Re: Mockups "please say this is going to be a game"
« Reply #279 on: January 14, 2015, 08:13:52 pm »
I was going to work on portal this afternoon, but I found some old sprites from "Adventure" (a game I was working on but never finished). I started adding/editing sprites and got a bit carried away. Here's where two hours got me:


Mockups:






Unfortunately, I think these mockups are a bit dense to have good performance on calc. I do think that I'll take this project up again at some point, I already have several ideas that will make it more interesting, and easier to make as well.

Offline blue_bear_94

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Re: Mockups "please say this is going to be a game"
« Reply #280 on: January 14, 2015, 08:53:31 pm »
I was going to work on portal this afternoon, but I found some old sprites from "Adventure" (a game I was working on but never finished). I started adding/editing sprites and got a bit carried away. Here's where two hours got me:


Mockups:






Unfortunately, I think these mockups are a bit dense to have good performance on calc. I do think that I'll take this project up again at some point, I already have several ideas that will make it more interesting, and easier to make as well.

Great, now when the CE comes out you can try porting it there.
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Offline TIfanx1999

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Re: Mockups "please say this is going to be a game"
« Reply #281 on: January 15, 2015, 04:33:26 pm »
I was going to work on portal this afternoon, but I found some old sprites from "Adventure" (a game I was working on but never finished). I started adding/editing sprites and got a bit carried away. Here's where two hours got me:


Mockups:






Unfortunately, I think these mockups are a bit dense to have good performance on calc. I do think that I'll take this project up again at some point, I already have several ideas that will make it more interesting, and easier to make as well.


I really like these. ;D Stylistically, it reminds me of NES games, though a bit more colourful.

Offline shmibs

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Re: Mockups "please say this is going to be a game"
« Reply #282 on: January 16, 2015, 02:57:02 pm »
that is nice. try decreasing the contrast on the background, though. right now it's difficult to tell the sprites apart from the map.

Offline Keoni29

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Re: Mockups "please say this is going to be a game"
« Reply #283 on: January 17, 2015, 07:50:08 am »
that is nice. try decreasing the contrast on the background, though. right now it's difficult to tell the sprites apart from the map.
Yes definitely, but other than that I really like the way they turned out. Keep on spriting :D
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Offline TIfanx1999

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Re: Mockups "please say this is going to be a game"
« Reply #284 on: January 17, 2015, 03:53:59 pm »
that is nice. try decreasing the contrast on the background, though. right now it's difficult to tell the sprites apart from the map.
Yes definitely, but other than that I really like the way they turned out. Keep on spriting :D
Nothing else to add other than to say I agree as well. :P