Author Topic: TinyCraft II (name subject to change)  (Read 51928 times)

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Offline annoyingcalc

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Re: TinyCraft II (name subject to change)
« Reply #165 on: August 31, 2012, 12:44:40 pm »
HOLY SHIT! NICE UPDATE!!!
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Offline Sorunome

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Re: TinyCraft II (name subject to change)
« Reply #166 on: August 31, 2012, 12:54:47 pm »
wow, that is epic! :D
Does it still run without the full command? O.o

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Offline Hayleia

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Re: TinyCraft II (name subject to change)
« Reply #167 on: August 31, 2012, 01:11:21 pm »
Quote
EPIC UPDATE *.*
Ditto!
Well done! This is really shaping up quite excellently :D
HOLY SHIT! NICE UPDATE!!!
wow, that is epic! :D
Thanks all for the support ^^


I can't wait for the map generation to finally work :D
It already works. I broke the saving system on purpose because the way I used to do it was not compatible with the way I do it now. But I guess that if I manage to load, I can easily manage to save :P
And I completed the program to be able to generate the other maps ^^
(now I need stairs to work too I guess :P)

Does it still run without the full command? O.o
Yes and no :P
The game still works without Full speed but I added the Full command to the generator to not waste too much time. But I tried on my 83+ (without Full speed). Generating the surface map only took 20 seconds and it is the map that takes the longest time to generate ;)
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline Hayleia

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Re: TinyCraft II (name subject to change)
« Reply #168 on: September 02, 2012, 05:31:36 am »
UPDATE
- Press [Sto▶] to save your progress. There should not be problems with pointers, even if Garbage Collection happens after you save, since I called the loading routine just after the saving routine. However, if such problems happens, please tell me.
- Map generation is now in an external program (called TCGEN) that only gives credits to Builderboy ;)

Also, has anyone found where the hell the chickens went ? I thought I fixed them but I don't find the on the map ???

edit: seems like I am lucky on the map generator: got all the stairs at the same place :P
« Last Edit: September 02, 2012, 06:19:05 am by Hayleia »
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline Sorunome

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Re: TinyCraft II (name subject to change)
« Reply #169 on: September 02, 2012, 12:51:17 pm »
Stop.making.it.so.AWESOME!
XD

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Offline Hayleia

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Re: TinyCraft II (name subject to change)
« Reply #170 on: September 02, 2012, 01:04:57 pm »
Stop.making.it.so.AWESOME!
XD
Ok.
jk, thanks :P
Also, don't know if you notice but the game now ask you to free 20 000 bytes of RAM when launched if you don't have them. This to avoid failing the creation of a temporary appvar and RAM corruption caused by writing to random places :P
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline Builderboy

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Re: TinyCraft II (name subject to change)
« Reply #171 on: September 02, 2012, 01:05:59 pm »
Glad to know that my map generation is getting some awesome usage!  :D Everything is looking great!  What kind of modifications to the generator did you have to make?  How many different kinds of tiles can it generate?

Offline Hayleia

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Re: TinyCraft II (name subject to change)
« Reply #172 on: September 02, 2012, 01:20:39 pm »
Glad to know that my map generation is getting some awesome usage!  :D
Well, thank you for this generator ^^

Everything is looking great!
Thanks :D

What kind of modifications to the generator did you have to make?  How many different kinds of tiles can it generate?
No, to generate different tiles, I just launch your routine several times :P
But your generator seemed to stretch the map towards the bottom-left corner while cropping the top-right corner. Which resulted in a beautiful map on the right and on the top but a flat thing on the bottom and on the left.
What I did was just to not put squares on the bottom line and on the last column, so the map can be stretched there :)
There is another problem that I didn't manage to fix. There are always pixels appearing on the top of the buffer ???
« Last Edit: September 02, 2012, 01:21:04 pm by Hayleia »
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline DJ Omnimaga

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Re: TinyCraft II (name subject to change)
« Reply #173 on: September 02, 2012, 01:21:41 pm »
Darn the map generation is pretty nice. Awesome update in general as well :D

Offline Hayleia

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Re: TinyCraft II (name subject to change)
« Reply #174 on: September 02, 2012, 01:30:22 pm »
Darn the map generation is pretty nice. Awesome update in general as well :D
Thanks :D

Also, I just tried it on my calc (instead of Wabbit) and saving works but for some reason it then waits for me to press the down key (others don't do anything) then quits ???

That is not a big problem, I just have to relaunch the app and load my game, but I don't know how to fix it if it works on Wabbit. People who try it, please tell me if that happens on your calc or not :)
« Last Edit: September 02, 2012, 01:30:28 pm by Hayleia »
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline Builderboy

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Re: TinyCraft II (name subject to change)
« Reply #175 on: September 02, 2012, 01:41:10 pm »
Quote
No, to generate different tiles, I just launch your routine several times :P
But your generator seemed to stretch the map towards the bottom-left corner while cropping the top-right corner. Which resulted in a beautiful map on the right and on the top but a flat thing on the bottom and on the left.
What I did was just to not put squares on the bottom line and on the last column, so the map can be stretched there :)
There is another problem that I didn't manage to fix. There are always pixels appearing on the top of the buffer ???

I'm not sure, since that routine was made such a long time ago and is probably a little weird :P I think I will explain what the routine is actually doing so you can maybe have better luck fixing it and/or make it better for your needs.  So the generator first starts out with a course version of the map (as you can see in the screenies) say 8x8 or 16x16 blocks of a solid color.  After that, it halves the resolution, and loops through all of the newer smaller blocks.  For each block, it adds up the sum of it's neighboring cells.  The max value for this sum is 7 where the smallest is obviously zero.  We then take a random number from 0 to 8, and if the random number is less than the sum, we set the current chunk to solid, else we set it to empty.  This ensures that blocks inside of a large terrain will not spontaneously turn into empty blocks, and the same way for blocks not being created in the middle of empty space.  You then keep doing this routine until you get down to a resolution of 1x1.  

I don't remember how I did the greyscale, but I think it was a little hacky and not exactly what you would want for a map generator , since the grey areas are only generated on the edges of areas.  A better idea would maybe be to have the algorithm start with tiles of all different types, and instead of computing the sum, you take a random number from 0 to 7, and your cell becomes the type of the neighboring cell specified by that random number.  And then of course you would probably do another couple passes to add things like trees in grassy areas, sand where land and water meet, and other things like that :)
« Last Edit: September 02, 2012, 01:41:26 pm by Builderboy »

Offline Hayleia

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Re: TinyCraft II (name subject to change)
« Reply #176 on: September 03, 2012, 02:35:29 am »
Ok, I think I understood but I'll let it like that (I don't want to break anything :P)

Also, I fixed that problem with saving. I added some "DelVar" before some "GetCalc" and now everything works perfectly :)
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline Hayleia

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Re: TinyCraft II (name subject to change)
« Reply #177 on: September 03, 2012, 05:56:23 am »
Double posting again, but for another epic update :P

EPIC UPDATE NUMBER 2
- As said in the previous post, there is no longer any problems with saving
- Level changing *.* I mean that walking on stairs lead you to the next/previous map (it saves before doing so)
- TCGEN updated to support aligned stairs. If you already generated maps that aren't the surface map, please regenerate them or you'll have problems with stairs. Please also note that the currently doesn't check if the map you are going to is created. But if you arrive in a garbage map, you'll guess that you didn't generate the map you are into, you'll quit, you'll generate it and when re-launching the game, there should be no problem ;)
« Last Edit: September 03, 2012, 05:58:14 am by Hayleia »
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline nxtboy III

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Re: TinyCraft II (name subject to change)
« Reply #178 on: September 10, 2012, 03:51:02 pm »
That's just too good.

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Re: TinyCraft II (name subject to change)
« Reply #179 on: September 10, 2012, 05:17:45 pm »
That title screen is epic. Do want.

The game is also coming along really well!