A Foresty Game

Fayabella

  • Posts: 212
This is coming along nicely! Great job
Is that a detailed map of the scene top left corner?
Thanks!

And yep! Dark green pixels are trees, light green is grass, slightly darker green is clovers/wildgrass, brown is dirt, grey is rocks, and blue is water. The white pixel is the player.

Unfortunately, the map doesn't update- if I chop down all the trees, they still show on the map.

Guess that's another update in the future.

Fayabella

  • Posts: 212

I've sort-of completed the scythe/wildgrass code. It's a little buggy, but it works! (Sorry for the low quality).

I also added some slash animations to it. I'll be using those for weapons, too.

JeffreyDriver

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  • Posts: 2164
It's looking great. Well done!
Current Projects:
The Grand Grimoire Chronicles Episode 1 now on Kongregate!.
I always appreciate useful feedback. Thank you.
www.jeffreydriver.co.uk

Fayabella

  • Posts: 212
It's looking great. Well done!
Thanks!

Here are a few sprites that I made for a lantern post:

I'll probably add them in later. They might be a little harder to do since they take up more than one tile of space horizontally, which may cause issues. Trees already do that but they're supposed to be close together and random. I'll have to program some sort of thing where you can't place anything around it.


Bombini

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  • Posts: 1316

I've sort-of completed the scythe/wildgrass code. It's a little buggy, but it works! (Sorry for the low quality).

I also added some slash animations to it. I'll be using those for weapons, too.

Looks very cool!
How did you approach the minimap?

Fayabella

  • Posts: 212
Looks very cool!
How did you approach the minimap?

Thanks!

So, my world generation happens in stages. I make all of the grass tiles, then the dirt, then I add water, and then I add trees, rocks, wildgrass, clovers, etc.
Before all of this happens, an image is made that is as many pixels wide/tall as the level is in tiles (a 32x24 tile scene would be a 32x24 pixel image.) Each time a tile is added or one of those actors is created during the world generation, I change the pixel at that specific point (column/row) to the colour I have assigned to that type of object/tile.

For example, it starts out filled with green, but then every time a dirt tile replaces a grass one, a brown pixel replaces a green one.

You may notice that it isn't flat colour, and instead varies. It's just a little thing I think is more aesthetically pleasing. Basically, each part of the world (grass, dirt, etc) is made with Perlin noise images. When I set the pixel on the map to that colour, I also tweak it based on the Perlin Noise image. If it's in a dark spot of the Perlin Noise, it's darker on the map. Here's an example of the code that does this:


The player's white pixel isn't actually a part of the map. It's just an image on top of it that gets cleared every frame, and then a pixel is set on it in respect to the player's location. Also, no matter the level size, the map always gets resized to 96x72.

I suppose I could also add these different types of land as different layers so I can make a dynamic map, but that's something for another time.

I hope I explained it well enough to be understood! I do like explaining how my stuff works, so if anybody wants to know anything else, feel free to ask and I'll try my best.

Fayabella

  • Posts: 212
I've made some changes to the cursor:

1. You now shift-click to use tools (axe, pick, etc.) and normal click to place items, the reverse of the previous setup.
2. The original cursor is now always hidden unless you are holding shift to use a tool.
3. If you are holding a placeable item, it now shows a faded preview of that item instead of a cursor.

Bombini

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  • Posts: 1316
Cool! Would be nice to test the latest additions even if its a rough version!
Thabnks for sharing the minimap thinking.

Fayabella

  • Posts: 212
No problem!

And I think I'm going to release these features either as soon as I find out how to implement the lantern posts (player being able to rotate objects before placing) or maybe a bit later once I add farming.

Fayabella

  • Posts: 212
I got rotating/placing to work. I also made it so that it would work for any object I want, as well as any amount of directions. I'm going to see how I can implement farming now.

Fayabella

  • Posts: 212
I'm trying to make new rocks, since the old ones look wrong to me.

Which looks better, the detailed one or the smoother one? I feel like too detailed might be bad, but too smooth might also be bad.

merrak

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  • Posts: 2521
Seems like mixing the types, having more variety, would be better than picking one over the other.

vicevicebingo

  • Posts: 58
I'm trying to make new rocks, since the old ones look wrong to me.

Which looks better, the detailed one or the smoother one? I feel like too detailed might be bad, but too smooth might also be bad.
1. this is colored
2. the outline is good enough
3.3D super powerful (what)
4. print screen key and use ctrl+v on wallpaper,
steal a rock is the crazy powerful (what)

think about how cute your forest background is
just ok

Bombini

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  • Posts: 1316
The left one looks much more natural.
Here is a very good video that might help you:
https://www.youtube.com/watch?v=R44hZgtqMI8

Fayabella

  • Posts: 212

I feel like I was unable to replicate the first one, but I took Bombini's suggestion (and watched their very helpful video).

Thank all of you for responding, though!

While I didn't exactly have "pillow shading" in the second rock, I suppose it was a bit too smooth (and too many colours- the new rocks are on a 10-colour palette.)

How could I improve on these rocks? They're alright but I feel as if they aren't good enough and can definitely be fixed up a bit more.