Mythruna
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226  General Category / General Discussion / Re: A funny test project... on: January 09, 2016, 02:55:47 AM
Not that you guys are waiting on the edges of your seats or anything...

But I got my little naked guy finally running around the proper world.



It's the small things.
227  General Category / General Discussion / Re: Impossible de jouer en Ligne ... ( mème après etre inscris ) on: January 08, 2016, 07:15:37 PM
In this case in particular, I'm sure we can agree that going through the trouble of acquiring and using a translation reference is a ton of work for one troubleshooting post. Without even translating, an english speaker can probably get the gist of what the OP is saying anyway, knowing the context.

Indeed.  And since I'm in the job of customer service here, I'll try to deal with whatever language I can if possible and google translate provides a way.  Obviously the English posts are easier for me but I'm not turning anyone away because they didn't speak my language.

The community, on the other hand, tends to use English as the 'trade language' and so you will get more community help in that language.
228  General Category / General Discussion / Re: Statue Construction Phase 1 - Prep Phase on: January 08, 2016, 07:12:48 PM
The feet are all at the bottom. This is a glorious day indeed.
Congratulations! So, Paul, will dragons in the real game be about this big?

No, in my mind's eye, a dragon's iris is about one block in size.  (I always have visions of a miner digging and digging when he finally removes a block and sees this giant iris staring back at him...)

Depending on what the body configuration ends up being, that makes them pretty big.  (It makes the classic Mythruna logo dragon about 32+ blocks tall.)  Underground, they will be curled up in a sleeping position I imagine.

Caveats: a creature that large may turn out to be impossible... I have ideas for making it work with physics and other things but as said: might be impossible.
229  General Category / General Discussion / Re: Favorite Music? on: January 08, 2016, 03:34:17 AM
I listen to lots of stuff depending on what I'm doing at the time.

While working, I started listening to pop music because at first it was just up-tempo background noise so it wasn't a distraction.  Now that I know the words to too many songs, it doesn't work anymore. Smiley

When I'm writing sometimes I like to listen to a kind of music that's like movie soundtracks that weren't actually part of any movie.  Artists like Jo Blankenburg and Future World Music.

http://www.amazon.com/Hero-Will-Future-World-Music/dp/B00BEM5EQI/ref=pd_sim_15_2?ie=UTF8&dpID=51DoxAlc-pL&dpSrc=sims&preST=_AC_UL160_SR160%2C160_&refRID=0H2Q0EXN5QGGVD6AM183

etc...

Historically, I've liked everything from classic rock, 90s grunge, '80s music' through to Regina Spektor and Sia.  I like a little of a lot of things.
230  General Category / General Discussion / Re: Statue Construction Phase 1 - Prep Phase on: January 08, 2016, 03:27:42 AM
What software did you use to create it?
231  General Category / General Discussion / Re: Statue Construction Phase 1 - Prep Phase on: January 07, 2016, 03:25:22 PM
Just a note: I don't intend to roll this back.  I know you were joking but I thought it a good idea to point it out.
232  General Category / General Discussion / Re: Statue Construction Phase 1 - Prep Phase on: January 06, 2016, 04:55:17 AM
See how much less impressive that'd be if I'd let him script it all away?  Smiley

Though, saying "it took me ten seconds to make this." is also awe inspiring. ;p

Sure... but for completely different reasons. Smiley
233  General Category / General Discussion / Re: Statue Construction Phase 1 - Prep Phase on: January 05, 2016, 11:24:04 PM
See how much less impressive that'd be if I'd let him script it all away?  Smiley
234  General Category / General Discussion / Re: A funny test project... on: January 03, 2016, 05:20:55 AM
Played a little more with my tile generator today.  (Reminder: I did not create this tileset... it's from here: http://kenney.nl/assets/roguelike-rpg-pack)

...this world was essentially made of 'blocks'... then the engine is smart enough to find the tiles that fit.



The code to map to roof tiles is still a bit odd... but right now I'm building the world database with code any time I want to test something.  I'll need to add some kind of in-game editability before I play with it too much more.

Yesterday I wrote a tool that lets you load tile sets and map them to different edge configurations, etc... that's what drives the tile selection above.  It's kind of an interesting problem that my brain wouldn't let go.  It's similar to what one might use to map fake ambient-occlusion tiles to a 3D block game...

Here are all of the different possible edge configurations:


(Fake AO would need a lot more or to build from sub-quads... but it's essentially the same process and I will note that Minecraft skimps here as some block configurations produce strange AO.)

The editor lets me take a tileset, mark some as belonging to a group, and then I can map a specific tile to one of those edge configurations.



Took me about 8 hours to write that editor, I guess... because my UI-fu is strong.
235  Development / Blog / Re: Fallout 4... on: December 31, 2015, 10:34:19 PM
What's the Trello link? I never saved it.

Most recently repeated only four posts up... now again here. Smiley
https://trello.com/b/ePlfYipE/mythruna-networking
236  Development / Blog / Re: Fallout 4... on: December 31, 2015, 05:09:39 PM
I really like being able to check your trello to see progress.

Cool... then I'm glad I just upgraded to Trello Gold. Smiley
237  Development / Blog / Re: Fallout 4... on: December 30, 2015, 11:54:21 PM
Lol, still haven't finished cleaning your office? Tongue

Before Thanksgiving, I made a big enough dent that I don't have to watch where I step through the main area but not clean enough that I'd not be embarrassed to post a picture.  I was able to vacuum part of it but there are a still stacks of stuff (moved to the vacuumed areas) that still require sorting.  I have new book shelves in the bedroom that are meant to take a lot of my old books so that I can move the current ones I actually use and tidy that whole mess up.  Some of that was started.

But then Thanksgiving came and it was clean enough to get work done without feeling like stuff was going to fall on me... so I put it on the back burner.  It's important enough that I want to leave it in the 'current' pile because I should technically be chipping away at it here and there every time I get up.

...but alas.

P.S.: new movement in the trello page.
238  Development / Blog / Re: Fallout 4... on: December 30, 2015, 05:01:14 AM
Just going to leave this right here for anyone following along:
https://trello.com/b/ePlfYipE/mythruna-networking



Progress...
239  General Category / General Discussion / Re: A funny test project... on: December 28, 2015, 03:42:26 AM
P.S.: the one benefit of this tileset is that it's free and expansive.

I don't know that I actually like the style, though... and I'd like it better if it was natively 32x32 instead of 16x16.

However, working with someone else's tileset is also a better proof of the approach.
240  General Category / General Discussion / Re: A funny test project... on: December 28, 2015, 03:39:13 AM
I finished a bunch of my network fixes today so as a reward I goofed around a little with my tile idea.

Using the free tileset from kenney.nl (http://kenney.nl/assets/roguelike-rpg-pack) I conceptually mapped them to 3D blocks in a way that I can generate a 2D tile map from a 3D array of cells kind of like what Mythruna uses only way simpler.

Here is what my 1 hour of playing around looks like:


If I get my more Mythruna-related work done early tomorrow, I might play around with fading the near tiles and showing underneath when the player walks behind stuff or whatever.

To give you an idea of what that particular tileset looks like in practice, here are some of the samples it came with:



In my case, I'd want to try seamless transition from indoors to outdoors like Ultima 7 did.

The benefit to this approach is that players could build their own structures.  Also, some dynamic lighting and visibility 'fog of war' would be relatively straightforward.  It's very tempting to take the approach too far and end up with a real 3D scene... which is not really what I'm going for though I still can't put my finger on why.  Maybe it's all of those late nights playing Nethack years ago and thinking it would be cool to dig my own tunnels.

Who knows?  I'm also not sure it's been done before.  Which either means it's relatively unique or just a really dumb idea. Smiley
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