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Pilla

Pilla
Belgium  

 visit Pilla's website: Pilla's DS Agents
  3/6/2017

Can you actually have continuous scrolling like C2?
 
Geat_Masta

Geat_Masta
United States  


  3/6/2017

No, the way the scrolling currently works is by going over the edges of the metaroom, and then it will try to move to the next metaroom and reset the scroll bars if it crosses a boundary. But this is just a debug option. In the final I will probably use the locked to norn scrolling of C1, just because it's less error prone.

E.g. if you go to the left edge of the map you can scroll up past the top, then if you try to move it will pop you down to the bottom. I'm not too sure why this happens.

That reminds me, I need to fix the connecting code. When I fixed the error i mentioned in a previous post I had to change the objects between metarooms from being before-the-beginning to after-the-end


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Bifrost

Bifrost
Norway  


  3/7/2017  1

New progress update:

(Click to enlarge. Now even bigger.)


I've removed much of the actual mountain around Niflheim, and removed one floor. There's now a place to walk out into the geyser plateau. There's now a swamp next to the forest - the tree down there is most likely dead or at least old and gnarled. The water from the geyser now runs down into the pont area in the roots, through the swampy cave, the swamp and out into the ocean. The plains now lead to the giant skull.

Should we still move Niflheim out of this map and have it as a background feature, accessible through the caves or something?

 
Bifrost

Bifrost
Norway  


  3/7/2017  1

The more I think about it, the more I like the idea of cutting out the city and placing it behind the geyser mountain. And lifting the giant skull cave up, and move the field and marshlands a bit higher as well. All as per what you discussed earlier, Geat Masta, and closr to your suggestion sketch, Pearldragoness.

Perhaps we could set up some sort of old gate not too far from the geyser, that takes you to Niflheim.

 
Pilla

Pilla
Belgium  

 visit Pilla's website: Pilla's DS Agents
  3/7/2017

I don't really get how the Timer() delay function works. Could you post a really quick one-(or two)line code example on how to run a function with a delay of... ticks? seconds?
 
Geat_Masta

Geat_Masta
United States  


  3/7/2017

All times are in terms of seconds, that way if I want to change from 32 ticks per second to 60 I don't have to change anything else.

Timer isn't a function it's a class. The idea of a timer is that you can have tick scripts controlling environment variables without being tied to an object. An object can have a timer which will effectively give it a second tick script with different timing.

If you aren't seeing an effect, the likely problem is that you aren't storing a reference to it and it's being garbage collected, the engine holds references to GameObjects (and their descendents), and file handles, so you don't have to, but everything else has to be kept track of.

I can't really think of an example because I haven't found a particular use for that class, I just thought it might be good to have around.

Is that helpful at all?



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Pilla

Pilla
Belgium  

 visit Pilla's website: Pilla's DS Agents
  3/7/2017

If I am somewhere in a script and I want to run a certain function after a specific delay, how do I do that?
 
Geat_Masta

Geat_Masta
United States  


  3/7/2017


method delayedFunction();

Timer timer = new Timer();
timer.setCallback(delayedFunction);
timer.singleShot = 1;
timer.duration = desired_delay;
timer.start();

Alternatively:

Timer timer = new Timer(delayedFunction, desiredDelay);
timer.singleShot = 1;
timer.start();

Just be sure to keep track of the timer and null it when you don't need it anymore.


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Bifrost

Bifrost
Norway  


  3/8/2017

Yet another progress update:

(Click to enlarge. Big.)


The city has been lifted up into the skies. Or, rather, it's been moved out of the way in order to be placed in the background later. Swamp fixed. Levels fixed. Mushroom cave moved. City entrance added.

 
Bifrost

Bifrost
Norway  


  3/8/2017

The more I look at this, the more I feel like doubling the width of both the swamp and the field. And the ocean. And creating a beach connected to the field by some cliffs.

Technology wise, I kind of feel like making some old, partially worn down and eroded, quasi elven/fairyesque styled devices, like lift callers, lifts, (robots?) and general architecture.

Thoughts?

 
Geat_Masta

Geat_Masta
United States  


  3/8/2017

I've been saying the width of the trees and connecting bridge should be doubled. I'm unclear on where the swamp is in this new area.

I like that technology description


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Bifrost

Bifrost
Norway  


  3/8/2017

Ah. I misunderstood you; I thought you meant I should expand the forest with more trees. The swamp is between the forest and the ocean. With the gnarled tree. It doesn't show well at all. I'll have to redo it. And expand it.
 
Geat_Masta

Geat_Masta
United States  


  3/8/2017

What priority should making it possible for collision geometry to be an ellipse rather than a box be?

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Geat_Masta

Geat_Masta
United States  


  3/8/2017

When the sprite is mirrored, should the velocities applied from script also be mirrored?

I have no idea how to handle FOV. If a creature's minimum visible range is -45 degrees, and it's max is 45 degrees, it's unclear if that's a 90 degree range or a 270 degree range. I tried storing it as the minimum angle and the angle range, but that turns out to just push the problem back a step, because it still goes from 360 to 0, so if the field of view is over that transition it can cause problems.


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Bifrost

Bifrost
Norway  


  3/10/2017

Geat_Masta wrote:
What priority should making it possible for collision geometry to be an ellipse rather than a box be?


It's hard to say without knowing how it affects movement and game play. Probably just wait and see when we observe kreatures moving around.

Not sure how velocities work, but script mirroring sounds logical.

As for field of view, I honestly have no idea.

 
Geat_Masta

Geat_Masta
United States  


  3/10/2017  1

I keep getting myself into trouble, this time I set about fixing the fact that in my creatures library sometimes objects are called, obj, sometimes self, sometimes cell, sometimes _this, and I started trying to put in naming conventions to make it less confusing. I didn't expect that to take a day and a half to do.

Test of light casting Notice that in some areas like the sky and part of the incubator it's smart enough to know to only recaculate lighting every so often, while in the music room it knows that it doesn't need to recalculate until it leaves that area. Similarly, it knows that when it's in a wall to just skip trying to calculate lighting. it lights nothing.

Unfortunately there are still some problems, as seen in the lighthouse, when some light goes through the walls.


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Bifrost

Bifrost
Norway  


  3/10/2017

More progress update:

(Click to enlarge. Big.)

The forest area is widened. The swamp is remade. The ocean/lake and the field has been cut out for space purposes (I weren't allowed to make pngs that wide). Both the ocean and the field has been made a lot wider. And there's a beach.

And I've started on the first coat of paint, just to try it out.



 
Geat_Masta

Geat_Masta
United States  


  3/10/2017

looking good!

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Ghosthande
Prodigal Sock

Ghosthande
United States  
Manager


 visit Ghosthande's website: Breeders Beware
  3/10/2017  4

I am not dead, here is what I have for the heads so far, just to give you some idea:



They still don't have ears yet. I do have all the expressions finished, just too lazy to post them all. Still fiddling with the lighting too, will try out a few different things as we continue to work out the correct sizing etc. but this is the basis so far.



 
Bifrost

Bifrost
Norway  


  3/10/2017  1

It looks amazing, Ghosthande! So much detail.

I'm working on filling out the background with a bit of texture. It's still very rough. Hence only a small preview at this time.



Here's a first draft of the mushroom cave. There's still a lot to fix, but this is what it looks like right now.

 
Merboy

Merboy
United States  


  3/11/2017  1

Bifrost wrote:
@Merboy: How are things going with your crypt/castle thing? We'll need a sketch or a general outline soon if we're going to fit it in before everything is set.



Oh hai! I, too, am not dead. Or am I!? *gasp* Either way this is about where I was...

http://imgur.com/a/Av4zc


The Lantern Light.com
 
Bifrost

Bifrost
Norway  


  3/11/2017

Merboy wrote:



(Blatant misquote, to view the image here on the forum.)


That's a really interesting design, and it'll be fun to implement it into the map. Do you know where you want to place it? Underneath the swamp has been suggested, though under the city might also work. The sooner I know, the better I can adjust the surrounding environment to make it match as seamlessly as possible.

What are your plans with it now? What areas are you working on, what are you planning to add, edit etc.?

Could you make the statues look more otherworldly, alien, ethereal, eroded and/or undefined, to match the non-human, not-earth concept?

 
Bifrost

Bifrost
Norway  


  3/11/2017

@Geat Masta: Would it be possible to let kreatures climb? Like ladders and such?
 
Pilla

Pilla
Belgium  

 visit Pilla's website: Pilla's DS Agents
  3/11/2017  1

Looking so pretty!

Could you adjust the mushroom cave a little?


 
Geat_Masta

Geat_Masta
United States  


  3/11/2017

@merboy YOU'RE TEARING ME APART LISA!

@bifrost, basically disabling gravity when the climb script is active and having the feet push off against nothing? The problem is that if the creature changes which decision script is active, the climb can't be interrupted, so it's learning would get messed up.


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Bifrost

Bifrost
Norway  


  3/11/2017

How about a set of actual steps with foot collision turning on and off based on whether the kreature's foot is stepping on or passing the step?
 
Geat_Masta

Geat_Masta
United States  


  3/11/2017

The engine can't know if the foot is passing unless poses can't mutate and are hard coded into the game.



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Merboy

Merboy
United States  


  3/11/2017

Geat_Masta wrote:
@merboy YOU'RE TEARING ME APART LISA!





The Lantern Light.com
 
Bifrost

Bifrost
Norway  


  3/11/2017

All right. Dropping that idea, then.

About shading and depths, then. I'm not adding too much depth to the background right now, in order to check out how light affects it, snd then adjust things later to make it look as good as we can get it. I'm also considering darking out underground mountain areas that aren't immediately close to the atmosphere areas. Like they did here:

Thoughts?

 
Geat_Masta

Geat_Masta
United States  


  3/11/2017  1

This is how smells are going to work:

I'm going to have you create an image that controls smell distribution. The image is scaled so each pixel represents a 64x64 pixel square of the actual background. The red value is the diffusion value in the X direction for that area, the green value is the diffusion value in the Y direction for that area.

There are problems with that, e.g. when on a slope, or with very thin walls there are some difficulties. But I've been thinking about it for a while and I think that's the best I can do.

@merboy, 'oh hai' was obviously a reference to The Room, but I don't get the gif, what's that from?

@bifrost you wouldn't darken it out the engine would.


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Merboy

Merboy
United States  


  3/11/2017

Lol tbh I had to look up "you're tearing me apart lisa" and saw it was a "so bad it's good" meme. So I wasn't sure how to take that. So when in doubt = Justin Timberhot.

The Lantern Light.com
 
Merboy

Merboy
United States  


  3/11/2017

Question: just to be sure, we've agreed that the max height of the Faunlets will be 256, ne?

The Lantern Light.com
 
Pilla

Pilla
Belgium  

 visit Pilla's website: Pilla's DS Agents
  3/11/2017

Maximum height... right?
 
Merboy

Merboy
United States  


  3/11/2017

Ja! Maximale hohe. Lol ... auch, hohe in pixels.

Oh! And also, are we saying yes to stairs and/or ladders? Or not... because that will affect ye olde crypt.

And to answer your question, BitLove, I think the crypt will be very self-contained so I think it will fit most anywhere. So perhaps if you have a preference where you'd like to stash it I can incorporate surrounding features, like water or roots or something. Just let me know. The only features beyond the crypt for which I'm budgeting is hallways from either side leading outward, left and right. But if stairs and/or ladders are an option I might explore something different.

I'm currently not working on any other area because I'm still dubious that what I'm making will fit the art style of the larger world. I'm sort of waiting to see how this all comes together but at the same time I'm going to put this area forward just to have it out there and we'll come to some agreement later. I can change my process as needed though, like, per your suggestion I'm removing the human statues and just putting in some vague cryptic features for the background. There will be statues of course but they will come later and I assure all that they will fit the world/game.

Meanwhile, have you guys tried Krave cereal? Oh my gentle Jesus, this stuff is well-named.


The Lantern Light.com
 
Geat_Masta

Geat_Masta
United States  


  3/11/2017

As far as stairs goes: the way the collision for C3/DS worked was that the creature had a bounding box that collided, so they could go up slopes, but if the floor was 1 px above where it should be, the bottom of their box would collide with the 'wall' and they would be unable to continue.

In Kreatures the body sprite has collision, and the feet have collision treated as 1px square points. So they can go up and down small ledges, as long as they have a gait that doesn't collide with the ledge on the way up.


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