Island Generation

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Post » Mon Jun 20, 2016 2:22 am

Yeah i just noticed the clouds in that last screen-cap animation... looking really suave now :D

~Sol
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Post » Mon Jun 20, 2016 5:21 am

@SoldjahBoy - haha man message me any time, maybe two confused guys is better than one ;) I'm pretty pumped on the clouds, too... it's funny how something simple like that, a small amount of detail, can really add a whole lot to a project.

@AC Games thanks man! it's going to take some interesting turns here in a bit... really trying to see how far I can push exploration in a simpler kind of presentation.
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Post » Tue Jun 21, 2016 12:28 am

Very NICE, keep going :D!
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Post » Tue Jun 28, 2016 8:33 pm

@katzin - thank you!

So speaking of Zelda 2, I've always really thought that the Zelda 2 style of gameplay was really unique. I know it for sure is one of the least popular games in the series, but it's still a classic and it definitely influenced the series in some good ways. A lot of people have expanded a bit on that style of gameplay too (like Finding Teddy 2 / Chronicles of Teddy, for example). With this project I want to experiment a bit with some aspects of that game, building a bit on some other stuff I'm working on as well.

Here's an animation sample from what would be the side scrolling aspect of this game, featuring some randomly generated areas as well:

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Really enjoying experimenting with Spriter lately too. I've found that you can achieve some great retro style animation sequences using instant frame tweening, and by planing your body parts out better. Once again, props to those guys.
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Post » Thu Jun 30, 2016 7:10 am

Using some bitwise + terrain generation combo:

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Thinking about those empty corners, though..
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Post » Fri Jul 01, 2016 11:18 pm

Fleshed out the side scrolling a bit, and ran a pass through the array to fill in some of those bitwise gaps. Included some particles and the ocean as well. Really enjoying working on this! the grass is generated at random based on some variables I plug in, as well as the particles.

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Post » Sat Jul 02, 2016 3:54 am

I made an endlessly generating map with these 5 events:
Just include a global variable called GridSize (mine is set to 64) and make sure your tiles are double that size with soft edges (faded out alpha for a soft-blend) - then make the background of the layout black. This will give you a nice "fog of war" effect.
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~Sol
Tired of crappy file hosts that are crappy? Get DROPBOX - https://db.tt/uwjysXJF
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Post » Sat Jul 02, 2016 4:08 am

SoldjahBoy wrote:I made an endlessly generating map with these 5 events:
Just include a global variable called GridSize (mine is set to 64) and make sure your tiles are double that size with soft edges (faded out alpha for a soft-blend) - then make the background of the layout black. This will give you a nice "fog of war" effect.
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~Sol


Dude sweet, can I see the result?
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Post » Sat Jul 02, 2016 6:19 am

Ummmm yeah actually... if you go to my project thread and click the link (then press TAB to change to the map - and drag the yellow circle around to generate more map tiles - use arrow keys to scroll the screen) then you sure can! :D

~Sol
Tired of crappy file hosts that are crappy? Get DROPBOX - https://db.tt/uwjysXJF
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Post » Sun Jul 03, 2016 4:45 am

@SoldjahBoy there's a lot of complex things happening in that demo!
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