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Messages - ben_g

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316
Humour and Jokes / Re: Weird/funny pictures thread
« on: July 30, 2013, 01:29:40 pm »

If we try real hard, we CAN still find a cure.

317
Computer Programming / Re: Best random map generating technique [lua]
« on: July 28, 2013, 07:08:24 pm »
I am still a noob in lua, so I won't be able to help you a lot with the actual coding. But for the algorithm, I can give you this algorithm based on what I used in my 2D minecraft clone:
Code: [Select]
- Set a height variable to what you want for the average height of the level
loop accros each collum:
   - generate a random number and use that to determine if the ground level should get higher or lower (for example, a random number between 0 and 4: 0: decrease height variable, 4: increase height variable, other values: do nothing.) You might want to decrease the chance of moving up when above the average height, and decrease the chance of gowing down when under the average height to make the world height fluctuate around the average height. You can make the chance of changing the height depend on a biome variable as well.
   - fill the collum from 0 to a random number of blocks between the ground height of that collum. (set the bounds of that random to something that looks right)
  If the height for that collum is above the water height: (the water height depends on what type of map you want. Higher than the average height will give you islands, lower than the average height will give you lakes.)
     - fill the collum from above the last stone block to 1 block under the world height with dirt. Place a block of grass at the top
  else:
     - fill the collum from above the last stone block to the world height with dirt. Randomly replace the top block with sand or clay if desired.
     - fill the collum from the last dirt/sand/clay block up to the water height with water.
  endif
end loop

tree placing loop: (repeat a random number of times. More means more trees, less means less trees)
   - Choose a random collum.
   - Get the location and type of the topmost block
  If the topmost block is grass:
     - place the blocks that form the tree at the location you got from the previous step
  endif
end loop

ore generation loop:
   - shoose a random location (it's reccomended to use a logaritmic scale for the y-coordinate to make ores more common at the bottom of the world)
   - try to replace some stone blocks on and around that location by a vain of random ore (more valuable ores being less common)
end loop

It's very basic, but you should be able to make it more complex and make it generate more beautifull worlds.

318
Miscellaneous / Re: "What If" Discussion
« on: July 28, 2013, 06:22:34 pm »
The biggest 'what if' of my life is:
What if I hadn't skipped a year in elementary school?
If I didn't do it, I had been in an other year in highschool most of elementary school, so I would have been in the class with different people, while:
 - Someone of my class first got me interested in programming (on the 84+). If I didn't knew him, I probably wouldn't programm.
 - Someone of my class started a computer game project with me after we learned to use game maker in school. Without this, I probably wouldn't have been programming games (on the computer) after that.
 - Someone I met because of someone in my class got me into going out. Without him, I might have had no life.
 - I discovered most of my hobbies from people I have been in the class with.
And most importantly: I would have completely different friends, and because everyone is influenced a lot by his friends, my life would most lickely be very different. But how would it have looked like? That, I'll never know.

319
Humour and Jokes / Re: Weird/funny pictures thread
« on: July 25, 2013, 06:44:26 pm »

320
TI Z80 / Re: [axe] 2D minecraft game
« on: July 25, 2013, 11:17:25 am »
Maybe I should point out why I used the grayscale:
The whole tileset is made up of monochrome sprites. They were never meant to have muliple shades of grey. They have the dark-grey color because the player is black (and the planned mobs would have been black as well). The slightely lighter shade of the surroundings makes it easier to see the mobs. Further, the planned tile entities (like chests, signs, a fuse to replace redstone for safely setting off tnt, fire...), were meant to use the lighter shade.
This is mainly done because the screen is blurry when it's scrolling, then the different 'colours' make it easier to tell them apart.

The action bar also used greyscale to indicate which item was selected, but unfurtunately, the source code of this has been lost, together with the fully working inventory, because of an OS glitch :(

But when I look after it afterwards, the grayscale (together with the crappyness of the tilemapper code) made the engine very slow. But since so much of the game is based on the tilemapper, it takes a lot of work to change that. This, together with the loss of source code (AND on-calc backup), is the main cause why I lost motivation and why I didn't pick this project back up when I had time to work on it.

The flying is easy to change to jumping, but I let it in because it's easier while debugging, and because I was to lazy to make ladders work, it was the best way to get out of a pit.

321
TI Z80 / Re: [axe] 2D minecraft game
« on: July 24, 2013, 07:17:01 am »
I like the graphics, but if you are only gonna use 1 shade of gray for the entire tileset, wouldn't it be better to make it black or add more details with different shades of gray?
Will you change later that you won't be able to fly? :P

But yeah, it is looking pretty cool, great job!
I think you misunderstood. I haven't worked on this project for a while, but I've gotten a few requests from poeple wanting to see the source code of this project. And because the download link is 'hidden' somewere in this thread, I decided to make it a bit easier to find.

I'm sorry, but this project won't be updated soon. I'm now focussing on my java game. Maybe after that, I'll see what I can do to revive this project.

322
Miscellaneous / Re: Awesome pictures thread
« on: July 23, 2013, 05:49:43 pm »
The annimation laggs a lot because of the huge image

323
Art / Sprite request for Back to Cretaceous [computer]
« on: July 23, 2013, 05:44:55 pm »
Hi,

As you may or may not know, I'm working on a java online RPG. I am currently working very hard on it to get it ready for beta (I have a deadline, but I'm not sure if I'll make it, so I'm not going to tell it yet). The graphics of the 3D models are all reasonable for a beta version, but I have always been using very simple graphics (=coloured circles) for the item sprites. I have done a few attempts at drawing item sprites, but they looked awfull.

If anyone wants to give it a try, I'll write the specifications:
 - Theme: The graphics of the game itself are meant to look reasonably realistic, but the theme of the menus (and thus the inventory) is more simple (it contains large areas of rougly the same colour), so I think that for the item sprites, a simple or cartoonish theme would look best, but an other theme will probably look good as well as long as all items have the same theme (Note that items that appear in the 3D space (like wieldable items) wil have a seperate model, so the item sprite is only displayed in the inventory.
 - Size: Preferably 32*32. If you can't do 32*32, please use at least 20*20. The image has to be square. Make sure that the item is still recougnizable at a 20*20 resolution.
 - Background: The background must be transparent.
 - format: png

Some items you can try:
 - An iron axe
 - A box (just a plain, cardboard box)
 - A stick (branch of a tree)
 - A pile of leaves
 - A log

If you still have questions, feel free to ask them. And of course, if you make sprites, I'll put your name in the credits.

324
TI Z80 / Re: [axe] 2D minecraft game
« on: July 23, 2013, 02:54:14 pm »
Of course you can see the source of this open-source project. The latest not-lost source can be found as an attachement on this post. Feel free to use the source in any way you like. You are allowed to copy-paste parts of the code in your problem, and if you do that, it would be nice if you add me to the credits, but you don't have to.
Anyway, I hope you can learn from the source.

Edit: To make it more clear for you and anyone else who wants the source code of the latest version (shown in the screenshot):

Click here to download the main source file
Click here to download the source code of the world generator

To compile proprely, you must have both files.

325
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: July 08, 2013, 03:42:29 pm »
Even then it would take more time. If he handles the drawing in a simular way as I do, some constants are calculated for each wall/triangle. For the rest it just relies on simple additions. Drawing a textured wall requires approximately three times the calculation time for the calculation at the start, and the additions that need to be done take almost three times the calculation time as well. Actually drawing a pixel takes approximately four times time on a textured wall than on a solid wall.
Creating a textured wall by positionning 64 tiny walls (an 8x8 texture has 64 pixels. For a 16x16 texture, you'll need 256 walls) in a rectangle means that the calculations of the constants for each wall has to be done 64 times. And as those calculations are quite slow, this would cause a huge slowdown (21.33 times slower than a texture).
Then, the calculations at the start of each scanline (a getPixel call and some additions) has to be done 8 times more (or 16 times more if you want 16x16) than on a regular wall (which makes this part 2.67 times slower than drawing a textured wall.
But acually drawing a pixel will take the same amount as a regular wall (because in this part, it actually is a regular wall) (so this part is four times faster than a textured wall)
When you add all of that up, it will be a lot slower, mainly because the slowest part has to be done 21.33 times more than when you use a texture.

326
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: July 08, 2013, 03:13:49 pm »
How about you make each pixel of a texture a border-less wall within the drawn wall? (just do a bit of one-time division for scaling)

would that potentially make it faster?
I think it would be way slower, since you'll have to do a lot more calculations during the drawing and some standard scanline optimisation techniques won't work as well.

327
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: July 06, 2013, 01:56:05 pm »
Yeah of course. Clipping are mainely for indoor scene, as well as portals.

A very very very very  :P  super good new :

TEXTURES WORKS !!!!  :w00t:

but it's slllllllloooooooowwwwwwwwwwwwwwwww  :crazy:
Awesome!

BTW is the texture drawing done in axe? If so, you might want to consider converting it to assembly. Axe is a good and fast language, but for stuff like per-pixel drawing, assembly usually gets faster results.

328
Introduce Yourself! / Re: Hi, I am DrGeorge
« on: July 03, 2013, 05:28:38 pm »
For shoosing a calc, you should think abouth what you realy want.
If you want a big userbase, and you want to be able to download a lot of different games and softwares, you might want to get a calc of the 84+ line (B&W), because it's by far the most popular calc (the popularity is mainly because most schools force their students to buy this kind of calc, it has nothing to do with it's quality)
If you want a powerfull (well, for calc standards) calc, you might want to check out the nSpire line.
If you want a color screen calc that is more open to developpement than the nSpires, you might want to check out the prizm or the brand new 84+CSE
For the other lines of calcs, I'm sure they have their advantages and disadvantages too, but you'll have to ask other people for it, because I don't know much abouth calculators other than the 84+ line (So for everyone that knows more abouth the other lines of calcs, please correct me if I was wrong).

Anyway, have some more peanuts:
!peanuts

329
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: July 03, 2013, 05:10:30 pm »
This seems to be able to do what my 3D engine kept failing at, and at a thrutely great speed.
I am not agree with that. You have texture, and they give me a very hard time !
Well, my 3D engine failed missarably at clipping in indoor scenes. But I didn't do any 3D clipping when only one point is behind the camera.

Anyway, if you want help with textures, I can always see if I can modify my texture drawing code to make it compatible with axe.

330
Miscellaneous / Re: What is your signature?
« on: July 03, 2013, 08:30:28 am »
I also kinda updated my sig several days ago

Yes, I'm that lazy

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