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Papriko
Peppery One

Papriko



  7/23/2014

The fainting-but-not-dying thingy might be a little tricky, but it *might* be possible to realize it by turning off some faculties in the creature and that way prevent actual death...

Otherwise it all probably could be realized if you had 1-2 motivated and good coders.

Also, different pokemon have different base catch rates (that's why ratatta can be caught at once while ho-oh depletes your whole ball pocket, even with reloading). How about some chemical or something else in the creature acting as base catch rate, additionally to the damage thing? See Catch Rate


Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
the1whoscreams

the1whoscreams



  7/23/2014

I also forgot to mention that if possible,you can release creatures by putting the pokeball into a different machine that gets rid of the pokeball and gives back the creature,except it will be a normal creature with no pokemon abilities.

EDIT: Pokemon World is in the rough sketch idea stage,so there will be many changes,and I'm making a change.Normal norns are going to be incompatible,only creatures with the poke.gen edits by me will be able to function properly in battle with Pokemon World active.

 
LoverIan

LoverIan



  7/23/2014

What could be interesting: A tool that counts the number of potential food sources, and can give a description of how often each source produces food, and how much it produces in a given season, analyzable by graph too, and maybe even by calculating nutritional values, it can tell you how many norns can be sustained by each food source.

Maybe even an add-on that dispenses aggression chemicals or things that cause competition for food to be heated, such as spray that when a norn feels just enough crowded, it's forced into a beserk mode.


beep
 
the1whoscreams

the1whoscreams



  7/24/2014

You guys think Pokemon World should have its own thread?I think so,because there's just too much to be discussed about it to shove into a thread for smaller agents.
 
Papriko
Peppery One

Papriko



  8/11/2014

A freaking GameMaker-like agent creator. CAOS can read and write raw text files. That way you could make a database of basic, commonly used scripts, such as being eaten and causing a stimulus. Maybe even script pieces which are called within the script. As I said, you know way better what I talk about when you know the GameMaker. The database, being based on raw texts, even could be expanded on demand!

I am not entirely sure about the details, since this is sick hardcore CAOS I only bothered very little with, but I think you can modify scripts in the scriptorium. I know for sure that you can read them out and even write them to a file, I am just not sure about how much they can be modified.

For that purpose though, I would recommend to research how SCRP reacts when called within another script. SCRX definitiely can be called in other scripts, but where would SCRP take the input from? Once this is figured out you could, theoretically, write scripts of agents right inside the game. The ways of making an actual text editor inside the game are kind of limited, but it would open up the path for automated generation.

Combining CAOS' ability to read text files and the ability the write scripts, you already had most of the things you needed. Create a blank action script, import the actions you needed and you are done. Example: select "eat script". Select "stimulate with 'eaten fruit'". Add some medicine. Kill yourself. Script done.

Using it's ability to actually write scripts from the scriptorium into a file (which definitely exists, since I used them myself before) you could create a whole cosfile. Alternatively, you could spare the path over the scriptorium and just paste from file to file directly. You could make whole, stable cosfiles using that way. It would be hard and complex, but absolutely possible.

Lastly: C3/DS has a built-in compiler. That's right! You do not need PRAYbuilder, easyPRAY, Monk or all those other tools! Using the right CAOS command in the console, you could compile agents just using the console itself!

Now let's combine all the things I listed up! We can write cosfiles. Using that knowledge, it is an easy thing to write PRAY files (which are just raw texts as well) once we figured out a way to detect dependencies like sprites or sounds just from the scripts. Now we have an artifical cosfile and an artificial PRAY file. All we need to do now is compiling. Use the PRAY file to pack the cosfile into a cute little downloadable chunk. Hey! We can do that! The game can compile on it's own! BAM! Agent creation in creatures!

Of course this would be one behemoth of a project, probably even making the gardenbox blush. As always I'd like to say that I merely point out what is possible, not what is easy.

C-3PO: Oh my goodness! Shut me down. Machines building machines. How perverse.


Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
Miles

Miles



  8/11/2014

Papriko wrote:
A freaking GameMaker-like agent creator....


I was also having an idea for an in-game agent creator! But, I think with the limitations of CAOS it would be a lot easier to just make it as a separate program in another coding language, and make it able to interact with open game processes like the dev tools.

But, if someone did start making a CAOS-agent-maker, would running out of variables be an issue? There are only 100 possible permanent + 100 unpermanent variables, and with something as complex as a script writing a script I feel like there would be a ton of variables needed. Is it still possible? I am only a lil bit familiar with CAOS, so I don't know if it will be an issue or not.

 
Ghosthande
Prodigal Sock

Ghosthande


 visit Ghosthande's website: Breeders Beware
  8/11/2014

There are always named variables. But really, VAxx and OVxx variables don't exist across agents... and I can't really see why one individual agent would need over 200 variables.


 
Miles

Miles



  8/12/2014

I was thinking the agent maker would need those variables to be able to write agents with it, since the maker would be in CAOS. But, since I forgot about named variables, running out of those wouldn't be a problem anyway
 
C-Rex
Lollipop Lord

C-Rex


 visit C-Rex's website: The Norn Nebula
  8/17/2014

This may seem odd, but last night whilst I was in a sleepy daze, I suddenly thought about a "fracture mod" for creatures, where if a Creature should suddenly suffer a significant fall, its bones would break/fracture, and would be unable to move until it has healed. It'd be pretty hard to make I guess, as norns will still break their bones even if they fall in the water, due to none of the games having actual water physics. :P

Another idea I thought of that I believe I've already spoke about is a "poop mod", where Norns could defecate after a certain amount of time has passed after eating food. The poop could also be toxic in large amounts, making it a great way to control populations. Not sure how I'd feel about Toxic Norns eating it though, plus we'd probably need a new pooping animation. [nlaugh]

 
Papriko
Peppery One

Papriko



  8/17/2014

I believe C3 has some kind of integrated manure agent which usually is deployed in different rooms right after the world is started. It's pretty dang hard to find/see, but it is there.

The stuff is once spread across the different rooms, to initialize the nutrients for plants or... something, IDK


Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
Trell
Wee Scrivener

Trell


 visit Trell's website: TrellyOllyOxenFree
  8/18/2014

I wonder if it's possible to make an agent that effectively "marries" two creatures so you can have legitimate monogamous creatures without having to separate all your pairs...

Trell
"Holy crap in a casket!"

 
Nutter
Senior Wrangler

Nutter



  9/11/2014  1

Sometimes norns do seem to have their own ideas about that... I've had some "naturally" monogamous norns, where they chose to mate repeatedly with the same partner to the exclusion of all others. I admit it's rare though.

It was certainly do-able in C1, in the genetics; I remember one breed that did it. I don't know about C3, but I'd rather a genetic solution than an agent one...

 
jdownie

jdownie



  9/15/2014

Ages ago, someone made "alcohol norns", where alcohol made the males angry and the females more likely to mate. I was impressed until I realised how easy it is and the lack of alcohol before C12DS came out. Anyone fancy redoing them?

Also, how hard would it be to create a norn breed where the norns refused to mate with any other breed?

 
Congested

Congested



  9/28/2014  1

Hey guys~ I had a recent Idea in my head like, about a week ago. It's an effect for creatures that are underwater. Like, you could make them more blue-tinted and add those beautiful water surface refraction marks that you see when you look down into the sand. I think that would be cool. It would add a more realistic feel to the Creatures world.

i cri everytiem
 
kezune
Air Guitarist

kezune


 visit kezune's website: Designer Genes
  10/4/2014  1

I just got a wild idea for making a "crafting" type set of agents for creatures. Specifically, making agents that squeeze fruit to make juice and barrels to make wine, mead, etc. with said juice. Bramboo wine sounds like a pleasant drink to give adult creatures and apple cider would be nice to give to younger creatures, especially with the holidays coming up.

Updated Rehosting Policy[/title]
 
the1whoscreams

the1whoscreams



  10/5/2014

Kezune,I get addicted to those kinds of agents.Great idea!

Okay,here's my idea. It's a metal ball that serves as an export trap.It's classed as toy,but when a norn tries to push it,he or she is exported.Good for people that like doing wolfling runs with the population limit next to infinity.

Another one:Creature trap.A large cage that is classed as gadget,but if creature tries to do something with it,it will be trapped inside the cage.When the cage has creature inside,it can be pushed by the hand to release the creature somewhere else.When open,the hand pushing it will cause it to capture all creatures nearby.Useful for horrible mini-copier accidents when you need to send mass amounts of grendels out the airlock.Just drop the cage into the mass of grendels,click it,and presto.One cage full of angry grendels.Then,do what you want with them.

 
Papriko
Peppery One

Papriko



  10/5/2014

While writing the comment for this picture I came up with a fun little idea: let's change creatures gibberish to match the well known meme doge!

I think the gibberish is by default seperated into generic terms like "any noun" or "intensifiers" (i.e. really, very, extremely, etc...) or "good drive"/"negative drive".
So that means it could be changed to give sentences like "such happy" or "many drive". I think that'd be hilarious :P


Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
mea
Chaotic Spriter

mea


 visit mea's website: Caos of the Creatures Realm
  10/5/2014  1

kezune wrote:
I just got a wild idea for making a "crafting" type set of agents for creatures. Specifically, making agents that squeeze fruit to make juice and barrels to make wine, mead, etc. with said juice. Bramboo wine sounds like a pleasant drink to give adult creatures and apple cider would be nice to give to younger creatures, especially with the holidays coming up.



At one point I'd tried to make a winery metaroom themed around exactly that. Sadly it never went anywhere.... The background I'd made for it is still on my sprite blog, but I'd probably be able to make it a lot better now.

 
the1whoscreams

the1whoscreams



  10/5/2014

*bursts out laughing at Papriko's suggestion* I'm gonna do that.What's the name of the file containing the bibble?

EDIT:Found it.

 
Jesseth
The Mossy Shee

Jesseth


 visit Jesseth's website: My tumblr
  10/7/2014

The ideas pool might be a bit full by now, but I had a thought-

Is anyone familiar with the Blobby Core Room?

I was thinking that all of the agents and such that add water to the undocked capitalla flood the workshop, right?
Would anyone be interested in filling the blobby core with water instead? In theory that would create a unique (if small) aquatic space!

Also it seems like the blobby core area could be expanded a bit too! At the moment it's just a small rectangle space but graphically there's already a whole other floor down there- so you could have a shallow space on either side, and a deeper pool in the middle. Since capitalla is already a kind of sea creature, having a watery core just seems fitting to me c:


The Mossy Shee & Co
 
Jesseth
The Mossy Shee

Jesseth


 visit Jesseth's website: My tumblr
  10/8/2014  2

For further clarification on the blobby core water room idea, I've made a super rough diagram and also shown a full sized grendel's height vs the height of the 'lower floor'.
(sorry for the size of it I just wanted to show it in 'real' size for scale)

I feel like this could DEFINITELY be done, since the blobby core AND the agent that injects the C3 splicers to this room both make small spaces down there already, and if anyone needed an artist to make sprites for aquatic agents or downright ANYTHING for making this I would be totally up for it.


Image

as an aside, the community is deeply lacking in any largish or unique freshwater rooms or spaces it feels. I've never seen a single freshwater fish agent for instance, so this could be the perfect opportunity?


The Mossy Shee & Co
 
Papriko
Peppery One

Papriko



  10/8/2014

Slopes are complicated to make. 2 slopes + 1 flat area in the middle would triple the amount of required code, quadruple if you wanna add an air bubble as well...


...making it 3-4 lines instead of 1 line overall code :P

Jokes aside, the watery optics may or may not pose a problem, at least a bigger one than the actual room itself. You either had to make it an overlay, which would be slightly (though not much) longer to code and kinda vulnerable to various external scripts (e.g. ever heard of "kill hots"?) or you would need to change the background image itself, which would A) disable the possibility to animate the water surface and B) probably be even more work on the artist (i.e. your) side of the project.


Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
Jesseth
The Mossy Shee

Jesseth


 visit Jesseth's website: My tumblr
  10/8/2014

I can't tell if your teasing or not, but in terms of art? I've added art for water layers to a metaroom once before with the bug's temple alt art, I'd be happy to do it again! I actually enjoy making art for this game c:

it might be a bit tricky making the boundaries both deep enough to take advantage of the space AND possible for norns to climb back out, but at worst I guess it's not hard to just pick them up or use a teleporter.

I'd say lifts couid be put in but that would be ~more code~ heh.


The Mossy Shee & Co
 
Papriko
Peppery One

Papriko



  10/8/2014

Yeah, actually that code-part was supposed to be teasing. Rooms are defined in a pretty weird way. You define the left side, the right side and the 4 height values of each corner. The boundaries at the bottom and the top can be as sloped as you want basically, but it only can be 1 slope per room. Also, the left and the right side are always perfectly vertical.
Also, each room can only have 1 type (air, soil, water, etc...).

Even though it is a kinda weird system, you literally only need 1 line of code per room you wanna add. Try using "dmap 1" ingame, to see what I mean with a "room". You idea would need either 3 or 4 rooms: 1 for each slope, 1 for the flat part in the middle and if you wanted 1 air bubble on top.

Replacing background images should not be much of a task. I never tried it myself to be honest, but it sounds simple enough.

Lastly, for elevators you can alternatively just use another teleporter or elevator agent, such as the elevines.


Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
Jesseth
The Mossy Shee

Jesseth


 visit Jesseth's website: My tumblr
  10/8/2014

yeah I was thinking about elevines too! I have them downloaded although I've yet to test them, but I love the idea of them c:

in terms of replacing the background, it would be a matter of pinning down which .blk was responsible for that room/area and editing a copy of it and sticking that in place of the original. The only challenge there would be finding out which .blk it is! (at least I think? that's how it works with metarooms) it's probably listed in the cos files somewhere what image file corresponds to that room, although I'm not sure where I'd look exactly.


The Mossy Shee & Co
 
Papriko
Peppery One

Papriko



  10/8/2014

I thought of replacing them on the fly when you inject the additional room, so you have the normal background by default, but it adds the watery one when you add the room to your world.

Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
Jesseth
The Mossy Shee

Jesseth


 visit Jesseth's website: My tumblr
  10/8/2014

that would be good! incidentally that's always been something I've struggled with- it makes it a real pain to test your own agent graphics incidentally, because as far as I've seen, if an agent is loaded up/injected and it's corresponding filenames are already in the game data, the game doesn't automatically replace the files, it just uses what was already there. Which means going in and replacing the old one manually.

If you know a way around this though that would be extremely cool c:


The Mossy Shee & Co
 
c1anddsaddict

c1anddsaddict



  10/9/2014  2

I think it'd be cool to have some patch plants that just grow leaves. I think it'd be really useful for making metarooms look more alive. Maybe there could also be fall leaves, dead leaves, pine needles, etc. Personally, I would classify the leaves as toys. I like the idea of creatures playing in the fallen leaves.

Even better would be a plant construction kit: different trunks and branches as simple decorations and leaves as patch plants. I would love to see options for the different environments (shrubs and ghaff, maybe cacti for the desert; deciduous trees for temperate areas, pines for tundra, cypresses for swamps, etc.)

Seasonal options would be cool, too. Imagine placing a spooky tree with glowing eyes occasionally appearing from its hollow for Halloween (maybe with optional decorations?). For fall, it'd be cool to have colorful leaves dropping into piles for norns to play with. For Xmas, there could be decorations for pine trees (candy cane and ornament patch plants?)



DS village

My TCR norns

STAY AWAY FROM THE MOLDY, DISEASED CHICKEN NUGGET STASH!!!

 
CeruleanSilver

CeruleanSilver



  10/9/2014

I had an idea for a grendel breed, I dunno what you guys think and I'd love some feedback. I'm okay with genetics, but I've never dabbled in sprites. Here's some ROUGH sketches I made.

Talpid Grendels

I was thinking of a mole that lives in the tundra. I've been using Chione a lot lately, and all those tunnels made me think of digging animals. Any suggestions? Any criticism?

I was thinking of calling them "Talpid Grendels", Talpid = Mole. Cerulean = Super Creative :P

 
kezune
Air Guitarist

kezune


 visit kezune's website: Designer Genes
  10/9/2014

*psst* You can also share concept art in the gallery if you like. ;) the sketches look great, btw!

What would the genetic features be for this breed?


Updated Rehosting Policy[/title]
 
CeruleanSilver

CeruleanSilver



  10/9/2014  1

Thanks Grendel Man for fixing my post!

Kezune, I was going to make them resistant to cold, probably slow down their metabolism a bit (aka, tweak either how they perceive the stimuli of eating to be more nutritious or reduce the amount of food used in a reaction to create energy per meal), and as per usual when I go into the genetic editor, make them less likely to beat each other up (I'd love to make them "friendlier", but I don't like having ten thousand eggs).

 
Puddini

Puddini



  10/11/2014

I don't know if this counts as an idea, but what if someone finished an incomplete breed/COB/metaroom/whatever?
 
kezune
Air Guitarist

kezune


 visit kezune's website: Designer Genes
  10/11/2014  1

It would depend on the original creator. If they were willing to share their old assets, it wouldn't be a problem. Kind of a case by case thing.

Creatures coffee! I've been drinking a lot of it and realized there's no coffee in my C3/DS games. If an agent exists, then maybe different flavors of coffee themed on different breeds of Norn, including a garbage blend for toxics.


Updated Rehosting Policy[/title]
 
Puddini

Puddini



  10/11/2014

I just thought of some kind of plant that would fit in a jungle-themed metaroom or something like that: a plant that when it gets hungry, it releases food and when a creature approaches it, it traps and eats the creature!
 
Missmysterics

Missmysterics



  10/16/2014

Regarding greenhouses and aquariums, certain agents are capable of breeding inside the C2toDS fish bowls, not just the C2toDS fish but also the oasis (updated by Grendelman) anemones,I'm not sure how it's done, but there's that.

On a vaguely related note it also seems possible to create environments in layers within a metaroom as well, C1toDS has this on the larger undersea area where creatures (in the glass air containers) and fish(in the sea) seem to be able to exist within the same areas on different planes, experimenting with the room type in any way seems to break it.

I wonder if it's anything to do with the fact the world literally overlaps around that point.

 

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