1. Post #2881
    DeanWinchester's Avatar
    May 2010
    3,679 Posts
    Can anyone link me to the pokemon terrain tilesheet like everyone uses?
    I find this one to be the most complete for exteriors
    http://img458.imageshack.us/img458/1...hto4yhklc3.png

    You might want to reduce the size to half of what's in there since that's a RPG Maker XP tileset.
    Most of those are fanmade to recreate a Johto theme using the GBA games style.
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  2. Post #2882
    Simspelaaja's Avatar
    June 2008
    466 Posts
    I've been working on a assembly language/virtual machine/whatever lately.

    Source:
    Code:
    push 0
    toVariable "x"
    :beginWhile
    	getVariable "x"
    	writeLine
    	getVariable "x"
    	increase
    	copyToVariable "x"
    	push 10
    jumpIfNotEqual "beginWhile"
    push "Done."
    writeLine
    Output:
    Code:
    0
    1
    2
    3
    4
    5
    6
    7
    8
    9
    Done.
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  3. Post #2883
    Gold Member
    Lord Ned's Avatar
    April 2006
    3,702 Posts
    I made a level editor what the game I showed before. I bet you can't guess where the materials are from?
    Also the kick ass material selector at the bottom!

    This popped into my head:


    (I know the light should have a gradient, but it doesn't look very good)
    I'm also aware the right side is a bit derpy but that's what I get for rushin' the pen tool.
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  4. Post #2884
    IndieGamer's Avatar
    February 2012
    65 Posts
    I really like the graphical design in this. Are your components scripted as well or hardcoded in the game?
    What is it?
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  5. Post #2885
    Zyx
    Guest 3855 is lost and can't find the park exit
    Zyx's Avatar
    February 2005
    2,816 Posts
    This popped into my head:


    (I know the light should have a gradient, but it doesn't look very good)
    I'm also aware the right side is a bit derpy but that's what I get for rushin' the pen tool.
    I actually made something like that quite some time ago in another game. Although not as perfect as in your example, which I don't know how to do it.


    Also, the map size in the pokemon themed world is at 100*100 and quite unlaggy. Loads of space!
    My world editor can save worlds up to 1000*1000 at least, but it can only load up to 100*100 for some reason. Shit be strange son.
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  6. Post #2886
    Gold Member
    Lord Ned's Avatar
    April 2006
    3,702 Posts
    I actually made something like that quite some time ago in another game. Although not as perfect as in your example, which I don't know how to do it.


    Also, the map size in the pokemon themed world is at 100*100 and quite unlaggy. Loads of space!
    You'd have to do some sort of ray-casting and use a special texture map for collision objects (so the base of the tree and not the branches, etc.

    I doodled some more and added a second player and felt that if you added some ghost sprites, you'd have the settings for a minigame of two players running around shining lights on ghosts.

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  7. Post #2887
    Zyx
    Guest 3855 is lost and can't find the park exit
    Zyx's Avatar
    February 2005
    2,816 Posts
    You'd have to do some sort of ray-casting and use a special texture map for collision objects (so the base of the tree and not the branches, etc.

    I doodled some more and added a second player and felt that if you added some ghost sprites, you'd have the settings for a minigame of two players running around shining lights on ghosts.

    Shining flashlights on cute little pokemon ghosts?

    Not really the idea I had when I started this


    And as of right now a tile is either fully solid or not solid at all. Also, I have no idea how to do any ray-casting unfortunally as some realistic lightning like that would be quite rad.
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  8. Post #2888
    chimitos's Avatar
    September 2010
    2,323 Posts
    I think you have the scale a weeee bit off.
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  9. Post #2889
    Zyx
    Guest 3855 is lost and can't find the park exit
    Zyx's Avatar
    February 2005
    2,816 Posts
    I think you have the scale a weeee bit off.
    Not if I call the game "Midget combat in Kanto!"
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  10. Post #2890
    Crescent fresh
    Perl's Avatar
    January 2011
    966 Posts
    Not if I call the game "Midget combat in Kanto!"
    with the Hoenn game generation tileset? :(
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  11. Post #2891
    Zyx
    Guest 3855 is lost and can't find the park exit
    Zyx's Avatar
    February 2005
    2,816 Posts
    with the Hoenn game generation tileset? :(
    The sprite sheet is called Leaf Green/Fire Red which is in Kanto vv

    Better scale?
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  12. Post #2892
    Transitions!!

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  13. Post #2893
    Gold Member
    Lord Ned's Avatar
    April 2006
    3,702 Posts
    Shining flashlights on cute little pokemon ghosts?

    Not really the idea I had when I started this


    And as of right now a tile is either fully solid or not solid at all. Also, I have no idea how to do any ray-casting unfortunally as some realistic lightning like that would be quite rad.
    I don't know what language/framework you're using but here's one for SFML:
    http://www.facepunch.com/threads/1011659
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  14. Post #2894
    Fucking quality

    Edited:

    And ninjas
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  15. Post #2895
    Zyx
    Guest 3855 is lost and can't find the park exit
    Zyx's Avatar
    February 2005
    2,816 Posts
    I don't know what language/framework you're using but here's one for SFML:
    http://www.facepunch.com/threads/1011659
    I'm using Java with no premade framework/libraries. Everything but the input handling classes are made by myself. Input handling is from the book "Developing games in Java".

    I might look into it if I fell like it some day though.
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  16. Post #2896
    Gold Member
    synthiac's Avatar
    June 2007
    1,077 Posts
    Code:
    k,s,j=ARGV[0],(0..255).to_a,0;256.times{|i|j=(j+s[i]+k[i%k.length].ord)%256;s[i],s[j]=s[j],s[i]};j=i=0;while d=STDIN.read(1);i=(i+1)%256;j=(j+s[i])%256;s[i],s[j]=s[j],s[i];putc d.ord^s[(s[i]+s[j])%256]end
    something just for fun
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  17. Post #2897
    Andrew McWatters
    Dennab
    March 2011
    4,658 Posts
    for those of us without ruby installed, what does it do?
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  18. Post #2898
    Gold Member
    synthiac's Avatar
    June 2007
    1,077 Posts
    rc4
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  19. Post #2899
    italian
    TerabyteS_'s Avatar
    June 2011
    2,644 Posts
    I'm one step closer to PyOS (for now it's just ShitOS)



    Edited:

    Don't be deceived by the flashyness of the above presentation. It does not do shit.
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  20. Post #2900
    Gold Member
    ZenX2's Avatar
    February 2009
    4,914 Posts
    I implemented some basic transition tables and decided that "If in the player's FOV then move in his direction" pathfinding is good enough for now and started on combat.
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  21. Post #2901
    BOSSMAN
    leontodd's Avatar
    January 2009
    4,412 Posts
    seed = love.timer.getTime()
    math.randomseed(seed)
    if math.random(1, 10) == 5 then
    	print("true")
    end
    

    I have a problem with math.random(). No matter what value I put as the seed or what minimum and maximum value I use, it always returns the minimum value. I've tried using os.time(), love.timer.getTime() and even single numbers as the seed. It's probably an easy fix but I'm pretty new to lua.
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  22. Post #2902
    Andrew McWatters
    Dennab
    March 2011
    4,658 Posts
    seed = love.timer.getTime()
    math.randomseed(seed)
    if math.random(1, 10) == 5 then
    	print("true")
    end
    

    I have a problem with math.random(). No matter what value I put as the seed or what minimum and maximum value I use, it always returns the minimum value. I've tried using os.time(), love.timer.getTime() and even single numbers as the seed. It's probably an easy fix but I'm pretty new to lua.
    I always hear about this issue but have never once hit upon it.
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  23. Post #2903
    BOSSMAN
    leontodd's Avatar
    January 2009
    4,412 Posts
    I also just remembered that there's a "What do you need help with" thread. Whoops...
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  24. Post #2904
    Gold Member
    ZenX2's Avatar
    February 2009
    4,914 Posts
    seed = love.timer.getTime()
    math.randomseed(seed)
    if math.random(1, 10) == 5 then
    	print("true")
    end
    

    I have a problem with math.random(). No matter what value I put as the seed or what minimum and maximum value I use, it always returns the minimum value. I've tried using os.time(), love.timer.getTime() and even single numbers as the seed. It's probably an easy fix but I'm pretty new to lua.
    Try calling math.random() three times after seeding, might help a bit
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  25. Post #2905
    Gold Member
    marvincmarvin's Avatar
    January 2011
    795 Posts
    I usually do something like this.
    local seed=1
    function rnd(min, max)
            seed=seed*love.timer.getTime()/5
            math.randomseed(seed) --Forgot this.. :l
            return math.random(min,max)
    end
    

    Edited:
    Completely forgot to set the seed..
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  26. Post #2906
    BOSSMAN
    leontodd's Avatar
    January 2009
    4,412 Posts
    Try calling math.random() three times after seeding, might help a bit
    I usually do something like this.
    local seed=1
    function rnd(min, max)
            seed=seed*love.timer.getTime()/5
            return math.random(min,max)
    end
    
    Thanks guys, seems to work fine after trying both these.
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  27. Post #2907
    Slaaf van EternalFlamez.Ik wilde heel graag de laatste Indie Bundle, en ik kreeg deze kuttitel er gratis bij.
    Staneh's Avatar
    March 2010
    4,044 Posts


    Sliding on the floor!
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  28. Post #2908
    This title has been removed due to a copyright claim from Viacom Inc.
    neos300's Avatar
    July 2008
    3,478 Posts
    Now I have to one up you guys by making BefungeOS
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  29. Post #2909
    Slaaf van EternalFlamez.Ik wilde heel graag de laatste Indie Bundle, en ik kreeg deze kuttitel er gratis bij.
    Staneh's Avatar
    March 2010
    4,044 Posts


    I finally got collisions working after a 2 hour struggle, but I got alot working now.
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  30. Post #2910
    BMCHa's Avatar
    August 2007
    847 Posts
    I've spent the last week or so working on a lunar lander game for AIR (making this for the playbook giveaway). I'm picking up AS3 along the way, but other than the "var name:Type" syntax it reminds me of Java. Made in FlashDevelop with FlashPunk and Nape, art in Inkscape/GIMP.

    I did add the particle effects today, but recently I mostly worked on the terrain generation. Generating the base is easy, just simple midpoint displacement, but choosing and flattening the landing zones was a pain. Seems to be efficient enough, though the target platform won't exactly be running an i5. It's not something that gets called often so I think I'll be fine.

    Excuse the relatively awful flying and my visible mouse cursor.


    Time to get the actual game elements in (scoring, menus, difficulty) and to work out touchscreen controls.
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  31. Post #2911
    Gold Member
    ryandaniels's Avatar
    December 2006
    3,940 Posts
    Recently got back into programming my own projects after a long hiatus.



    The blue nodes are not-gates, the green/red nodes are on/off indicators.

    I don't think it's a good idea to overexplain/brag about your lofty project goals when you've only just begun, but in order to not be mysterious, essentially I'm making a sort of bot battle game.
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  32. Post #2912
    Gold Member
    The freeman's Avatar
    October 2007
    6,436 Posts
    Networked explosion damage today.

    Holy shit
    Its infiniminer
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  33. Post #2913
    Gold Member
    layla's Avatar
    March 2010
    2,496 Posts
    I need an artist.
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  34. Post #2914
    RUBY OVERLORD
    swift and shift's Avatar
    November 2011
    2,115 Posts
    I need an artist.
    don't you have a whole team at valve
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  35. Post #2915
    Gold Member
    ZenX2's Avatar
    February 2009
    4,914 Posts
    Massive progress in combat in my ADOMlike.



    I still need to add so much, like being able to eat the corpses.
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  36. Post #2916
    Gold Member
    Orki's Avatar
    February 2005
    1,835 Posts

    Homemade Quadtrees!
    Im going to use them on A* later on.
    I have no idea how Quadtrees works so i just thought to myself how to make it look like the pictures and i think i've grasped the concept.

    Edit:
    :ninja:
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  37. Post #2917
    itty-bitty pretty kitty
    Dennab
    September 2008
    9,837 Posts

    Homemade Octrees!
    Im going to use them on A* later on.
    I have no idea how octrees works so i just thought to myself how to make it look like the pictures and i think i've grasped the concept.
    Uhh, I think that's a quadtree.
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  38. Post #2918
    Gold Member
    Orki's Avatar
    February 2005
    1,835 Posts
    Uhh, I think that's a quadtree.
    Dammit!
    Anyways, It will still speed up A*
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  39. Post #2919
    Gold Member
    robmaister12's Avatar
    January 2008
    4,969 Posts

    Homemade Octrees!
    Im going to use them on A* later on.
    I have no idea how octrees works so i just thought to myself how to make it look like the pictures and i think i've grasped the concept.
    Unless there's a third dimension somewhere in that image that I'm not seeing, what you have there is a quadtree.

    A quadtree takes a world and splits it into for quadrants. If you've got a quadtree on a cartesian coordinate plane centered at (0, 0), the first split would split the world into the 4 quadrants (+, +), (-, +), (-, -), and (+, -).

    An octree works the same way, only in 3d, where there are 8 octants to split the world into instead of just 4 quadrants.

    Edited:

    damn, ninja'd
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  40. Post #2920
    Gold Member
    Squeaken's Avatar
    January 2007
    3,710 Posts
    http://dl.dropbox.com/u/52726455/Missile Mopup.swf
    Working on an IOS game. I'm using the StencylWorks engine, its kinda like gamemaker but you can make decent stuff with it, and you can export as both a SWF and IOS game. This is my first attempt at this kinda stuff, but I feel like I'm making progress.
    Simply click to shoot at the incoming missiles, don't let them hit your bunker.
    Eventually its gonna have base upgrades, persistent currency to buy them with, more enemy missile types and scaling difficulty.

    A mockup for a splash screen I made a little while ago.
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