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Messages - bpercevic

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21
games / Re: BITCAVE (WIP)
« on: Sun, Jul 31, 2011 »
glad you liked the surprise lol.  interesting bit of code there, but i don't think that would work with my algorithm.  i'm gonna have to look it over and see if i can tape something together to have more control.

22
games / Re: BITCAVE (WIP)
« on: Sat, Jul 30, 2011 »
I've done some small random-with-prereq stuff before. Are you looking for help with it?

well, I'm not totally sure I want to have such a controlled environment.  personally I like the randomness, and even with lava/water blocking the path, that forces you to dig and explore.

23
games / Re: BITCAVE (WIP)
« on: Fri, Jul 29, 2011 »
However, you may want to work your algorithm to place lava in places where people can pass by, not forced into going through.

I've been thinking about that, but my issue is that everything is completely random so i have no prereq's for placing tiles (i.e. only place if it doesn't block path, etc...).  I'm trying to figure out how to make the randomness more controlled, but its way beyond me at the moment.

24
wow, lol, i looked earlier and somehow missed it. 

I think its because where you override kill() in zombie, it never actually gets killed because you didn't call super.kill().  even though you marked it dead, its still not set to be inactive, and is therefore I think still in memory.  so the more zombies you have the slower it goes.  try adding super.kill() to the bottom of override kill. 

25
can you post the swf?

26
games / BITCAVE (WIP)
« on: Thu, Jul 28, 2011 »
so this is my latest experiment, BITCAVE, using a random cave generation algorithm that i wrote myself... that i'm actually satisfied with :P.  the goal with this project is to make a fun and addictive exploration adventure.  i plan on having lots of collectible items, enemies to fight, people to meet, and quests to undertake.  i want the controls to be super simple, only one action button.  digging and exploring is the main mechanic at the moment.

- arrows move, x is action.
- hold x to dig, however there are indestructible walls.
- water slows you down, lava hurts you.



there is lots left to do:
- smarter enemy AI
- variety in enemies
- variety in collectibles
- npc friendlies
- quests & quest-management
- animate water & lava
- plus more that i can't think of at the moment

BITCAVE

oh, and if you don't like the generated cave, press Enter to regenerate :)

I'd love to hear suggestions for gameplay and/or mechanics. 

UPDATES
7/30 - added fullscreen mode, press F (only available if you download the SWF)
7/31 - keep digging to uncover a surprise :P

27
help / Re: Glow in 2.5?
« on: Thu, Jul 28, 2011 »
oh so you want real rendered glow not an illusion, then you'd have to look into FlxBloom

28
help / string manipulation help
« on: Thu, Jul 28, 2011 »
I'm looking for a way to modify a string of data for a tilemap.  Lets say I have this:

Code: [Select]
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,1,1,1,1,1,1,0,0,
0,0,1,0,0,0,0,1,0,0,
0,0,1,0,0,0,0,1,0,0,
0,0,1,0,0,0,0,1,0,0,
0,0,1,0,0,0,0,1,0,0,
0,0,1,1,1,1,1,1,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0

because one ability of my player is to dig through walls, so the 1's can essentially be destroyed.  The problem is that the player can reach the end of the map and leave the game area.  So I want some procedure that iterates through the string and replaces all the 0 indices on the perimeter of the map with another index that is indestructible.  Basically I want this:

Code: [Select]
2,2,2,2,2,2,2,2,2,2,
2,0,0,0,0,0,0,0,0,2,
2,0,1,1,1,1,1,1,0,2,
2,0,1,0,0,0,0,1,0,2,
2,0,1,0,0,0,0,1,0,2,
2,0,1,0,0,0,0,1,0,2,
2,0,1,0,0,0,0,1,0,2,
2,0,1,1,1,1,1,1,0,2,
2,0,0,0,0,0,0,0,0,2,
2,2,2,2,2,2,2,2,2,2

I'm going to try to figure this out on my own, but if anyone can beat me to a solution, that would be awesome :)

29
help / Re: Glow in 2.5?
« on: Wed, Jul 27, 2011 »
yea no problem,

Main.as

sorry my code is a little messy, but just scroll to like the middle/bottom of the create function:

Code: [Select]
fx.loadGraphic(gFX);
fx.blend = "overlay";

this fx sprite basically sits on top of all my other sprites, here's how it works:


30
help / Re: FlxEmitter with different particles?
« on: Wed, Jul 27, 2011 »
you just have to make the graphic like you would a tilesheet.  so as long as the width and height of each particle you want to spew is the same, you can lay them side by side in the tilesheet.

31
help / Re: Glow in 2.5?
« on: Wed, Jul 27, 2011 »
that image doesn't look like its glowing, it just looks like a frame.  but if you want to have things glow, you'd have to play around with blend modes of the sprites.  here's something i did with glow, is this what you want to achieve?

http://swf.percevic.com/terra/terra.swf

32
help / Re: random cave generator
« on: Tue, Jul 26, 2011 »
actually, I just fixed it :P

update:
swf.percevic.com/caves/caves.swf

press enter to regenerate, move cam with arrows.  last up is to copy to string :D

update:
all done :) I actually had fun making this, and the algorithm is nothing like the tutorials and/or real algorithms i've seen on the internet.  but either way, it was a great learning experience. so here you go, two versions:

Large Cave Generator
Small Cave with string conversion

and the source:
Cave.as - actually handles the generation
Cell.as - primarily a data holder for each pixel of the cave
Main.as - shows how to use the cave generator
Miner.as - totally useless class... i'll have to get rid of this at some point

I hope you guys enjoy this and learn from it like I did :)

The system in action

33
help / Re: random cave generator
« on: Tue, Jul 26, 2011 »
for some reason I can't get the caves to generate any larger than they get in that demo.  if I could just make them deeper, then the only thing left to do would be to copy each pixel in the bitmap to a string to use as a tilemap

34
help / Re: random cave generator
« on: Tue, Jul 26, 2011 »
updated:  no more stack overflows

link

35
help / Re: random cave generator
« on: Tue, Jul 26, 2011 »
i can guarantee you that my code is not very efficient lol, but it does output some pretty caves.  here's the code, maybe someone can make it run really nice:

RandomCave.as - the main file
Rand1.as - the main state
Grid.as - the cave generator
Cell.as - the cell with some properties

36
help / Re: random cave generator
« on: Tue, Jul 26, 2011 »
thats strange, I added a limiter of 100 so that the function doesn't get called too many times.  anyway, here are a few of screenshots of the outcome:










37
help / random cave generator
« on: Mon, Jul 25, 2011 »
i hacked together a little cave generator:

http://swf.percevic.com/caves/caves.swf

hit enter to regenerate, you might have to scroll the camera with the arrow keys in case the cave is off screen.

this algorithm, if you wanna call it that, isn't like the one floating around the forum.  i had no idea what i was doing, i just tried to use recursion, or what i remember of it from school lol.  if anyones interested in the code, i'll post it.  i figure its useful for creating random csv files for a cave to load with FlxTilemap.

38
iOS / Re: flixel-iOS for native mac games?
« on: Mon, Jul 25, 2011 »
unfortunately I get a lot of errors.  most of the errors are because of the way I imported the source, by copying the whole flixel-ios folder into my project, so it couldn't locate the headers.  I changed the each file to specify the correct location of each header, but then after that was done I had about 20 of these:

Code: [Select]
Parse Issue: Expected a type
those are in FlixelAPTBindings.h under the interface declarations for FlxQuake, FlxSprite, and FlxEmitter.

I'm an obj-c newb so this completely trumps me :(
 



39
iOS / flixel-iOS for native mac games?
« on: Sun, Jul 24, 2011 »
just curious, can the flixel-iOS library be used to make native mac games or is it iOS device exclusive?  I've never coded anything in obj-c but the recently released Mode source code looks pretty self explanatory. 

if it is possible to use f-iOS to make a Cocoa app, how would you set that up?  just import and use the source, or would you have to make some changes to the source?

it would open up a whole world of possibilities.

40
chat / how did you get where you are?
« on: Sun, Jul 24, 2011 »
what libraries/languages do you guys use?  what did you start with?  what do you like the most?  how did you get started with game dev, did you know a lot when you began or did you start newb and teach yourself?

I've been teaching myself for the past year or two. some languages still trump me, like c++, I have yet to successfully compile anything using a graphics library in c++.  a couple of days ago I tried XNA. the methods of development in XNA are pretty bizarre for me after such long exposure to flixel/as3.  i think that actionscript is by far the easiest language to make games in, especially with flixel. 

I started with c++ a few years ago and gave up because it was too difficult with little knowledge.  I picked up flixel last year in January and it didn't have very many great tutorials so I gave that up too.  between then and spring semester this year I took classes in java, prolog, c, etc.  so this spring I decided to try flixel again, and it was one of the most rewarding things I've ever done, everything suddenly made sense to me and I think it had a lot to do with those courses I took over the last year.

and now I'm trying XNA, which is tough because there are no simple classes for anything, I had to make my own sprite class, it has velocity/drag/acceleration and no collision..  and thats about it lol, it took me a while to adjust to the syntax, and now I see how hard it is to put together a library.  Props to Adam.

So I'm curious, how did you guys get to where you are?

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