now where is my 15 cent royalties for fairy companions?!
In response to Bravo1
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beautiful!
now where is my 15 cent royalties for fairy companions?! |
These are basically going to be the talking NPC's in the game, but because they're already coded in a way that allows them to follow the player I don't see why it wouldn't be a bad thing to allow the player to choose one as a companion in order to provide passive buffs to the player. I think the Megaman X or Zero games had something similar to that.
One could give you move movement speed, another gives you some damage resistance. One might increase blaster fire speed, or reduce charge time... There could even be some with large bonuses and drawbacks. For example, you take double damage but your weapon charges near instantly, or you take reduced damage but can't use charged shots at all. I'll have to look into how many variables I can allow to be temporarily modified before offering them, but it may allow the player a certain level of customizability, and I could even hide them around the game world as unlockables. |
Well aren't you a robot looking for life... they are digitally but they look alive to me! COLLECT THEM ALL!!
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In response to Akto
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Game starts as a Metroidvania, but by the halfway mark has become a Pokemon-esque game.
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Pokemon's kind of dark when you think about it. You go out, beat wild animals half to death, capture them in itty bitty cages, then force them to fight other enslaved creatures for the amusement of children.
Meanwhile, Michael Vick sat in jail for 3 years for one tiny little dog-fighting arena/drug marketplace/illegal gambling scheme. |
In response to Ter13
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Can't tell if you're being serious. Oh, the wonders of this world..
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I was experimenting with a deformable terrain idea using snow.
Each turf has a height (integer), and can differ from its cardinal neighbors by only 1 unit at most. There are 1665 individual icons, calculated by getting the heights of the turf and all its neighbors. To build the icons I calculated 9 normal vectors (corresponding to each dir surrounding the turf, and the center), and then used biquadratic interpolation on them. After that, I normalized the vector, took the dot product with respect to the light source, and used that to calculate a color--plus a random value for graininess. It was actually way faster than it sounds to build all those icons, and they come out to under 1.5 MB which isn't bad considering the quantity. The only thing I don't like here is that you can see grid artifacts; I'd prefer it looked more organic and fluid. However to get that to work properly, I suspect I'd need at least bicubic interpolation if not better, requiring me to consider 16 points instead of 9 for each tile, and drastically raising the number of potential icons. If anyone can think of a sound way to lose the grid artifacts while keeping the number of icon permutations low, I'm all for it. |
In response to Lummox JR
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Lummox JR wrote:
I was experimenting with a deformable terrain idea using snow. Neat. I lost a good hour or so going through that guys site. |
In response to PopLava
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PopLava wrote:
Neat. I lost a good hour or so going through that guys site. What site? |
In response to Lummox JR
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Lummox JR wrote:
PopLava wrote: Oh, heh, may have been digging through old posts, and I think I was because I remember visiting this page a while back. http://www-cs-students.stanford.edu/~amitp/game-programming/ polygon-map-generation As I clean up my house for a new years party, all I can think about is; Have a safe and happy new years everyone and always remember, don't drink and code. |
In response to PopLava
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I'd love to be able to handle this kind of thing with a Voronoi tessellation; because this uses pre-generated icons that wouldn't be possible, though. I think the 1665 icons I'm working with, split across multiple files, is about the upper limit I'd consider approachable for this kind of thing. And considering the next dimension down is only 19 states (bilinear interpolation with heights at the corners), I think bicubic would probably run into an untenable few hundred million.
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Tobba did something interesting with his lighting system in SS13 that might be able to be applied here. He pregenerated a single icon state that was bi linearly filtered between the four corners, and each corner was assigned a color channel. So the four corners would be #FF000000, #00FF0000, #0000FF00, #000000FF. then a color matrix can be applied to the icon to independently set the color or brightness of each of the corners without having to generate a new icon.
If you split up each tile into quadrants, could you have four pregenerated states for bi quadratic filtering? Could this be extended to bicubic? |
In response to D4RK3 54B3R
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Biquadratic requires 9 data points. With the limitation I imposed that'd be 1665 states, just for one color of light. Bicubic requires 16 points and pregenerating anything with it is pretty well impossible.
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In response to Bravo1
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Bravo1 wrote:
youtube video 0:47 - Regardles should be Regardless. A minor typo. Edit after finishing the video: I found it pretty funny when they considered the robot to be a divine being and kept interrupting it. Lol. Good video. |
In response to Bravo1
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Bravo1 wrote:
Good entro. At times, I couldn't read all the text before it flashed by. Automatic or were you manually clicking? Also had trouble following along and making sense of what the pc was saying. I'm sure you have your own story but I'll throw this out there. What if, they found it (you), brought it in, repaired it (turn you on), were surprised by your function (alien tech) and then as part of them discovering you and you discovering them, everyone works back and forth to unlock secrets about one another. The uncovering and unlocking of secrets tells a story that ends in a twist of some kind. Example, you (the player) were originally sent to the planet to annihilate them but the crash wiped your programming and when they brought you in and repaired you (the player) and while doing so, they dismantled all your alien weaponry. They decided to use you to solve their worldly problems. Along the way they upgrade you because they need you to solve problems the can't. Perhaps physical world problems they don't have access or perhaps a body to. Along the way, you learn about this other evil race and they tell you about all the evil they've been doing to them and other races. Toward the end of the game, they send you back to your original masters planet where you battle the final boss, your creator. Seems like your somewhere in that realm (if not exactly that). Pretty sure you have a complete story and don't need this. Just a thought while watching the video. |
In response to Bravo1
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Bravo1 wrote:
That's a very nice porno you got there bravo. |
@Xirre: Fixed the typo, ty.
@Poplava: I was clicking through it. I didn't realize how fast I was doing it at first so I probably skipped ahead too much. After seeing a sentence about 100 times during testing you end up just clicking through by default lol. As for the story. It's pretty much set in stone, but the concept of them being unable to do physical stuff is something that's in the game. I appreciate the idea though, sounds cool. If I didn't have something already written I probably would've taken that idea =P @Ghost of ET: lolwut |
In response to Bravo1
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Bravo1 wrote:
@Xirre: Fixed the typo, ty. Figured on both points. :) |
10/10