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DDraceNetwork
DDraceNetwork / mapping
Here you can talk about mapping, ask mapping related questions or request new ratings for released maps
Between 2021-03-01 00:00:00Z and 2021-03-02 00:00:00Z
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ReD
it was 1 week of work, and half of that was figuring out how to assemble map string after modifying. basically compressing layers and replacing string, modifying integers of sizes and ptr_offsets array. I should probably just compile the whole code, but I kind of want to do it vanilla and especially not including SDL / glfw
great workheartw Have you considered the influence of the envelope on the alpha of the tile layer?
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ReD
it was 1 week of work, and half of that was figuring out how to assemble map string after modifying. basically compressing layers and replacing string, modifying integers of sizes and ptr_offsets array. I should probably just compile the whole code, but I kind of want to do it vanilla and especially not including SDL / glfw
Will you open source your code?😍
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bit
great workheartw Have you considered the influence of the envelope on the alpha of the tile layer?
i haven't implement enevlopes yet, as I skip quad layers for now. But I will add them, and than I will probably just skip quads with position and rotation envelopes, similar to para
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bit
Will you open source your code?😍
I think in the future yeah
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ReD
I think in the future yeah
πŸ₯° niceπŸ₯°
08:57
which language do you usepoggers
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C++ with SFML graphics library
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it will also do a lot more, right now I am playing with map generation like this was generated with perlin noise :D
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the big penis in the middle is nice
πŸ‡Ί 3
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Hi, there is a nice feature for mappers: when u upload the map its deployed to the Idk if its just me but if I try to zoom out any map, all this canvas thing crashes and just grey screen is displayed. It's a "bit" inconvenient πŸ˜„
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and one more thing yesterday I posted my map on submit-maps channel, after it I pressed "white check mark" emotion. aaand few minutes ago I accidentally pressed it one more time so my reaction was removed and also I was disconnected from that channel xd and now if I try to press "white check mark" emotion nothing happens. So I can't join to the my maps chat xd
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ReD
it will also do a lot more, right now I am playing with map generation like this was generated with perlin noise :D
Can you say more about this? I'm way into generative art so this is really interesting to me
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OpenSimplex noise is an n-dimensional gradient noise function that was developed in order to overcome the patent-related issues surrounding Simplex noise, while continuing to also avoid the visually-significant directional artifacts characteristic of Perlin noise. The algorithm shares numerous similarities with Simplex noise, but has two primary...
10:31
monkalaugh
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sure, if you create a 2d perlin noise (https://en.wikipedia.org/wiki/Perlin_noise) you get an image that has values from 0-1. 0 is black and 1 is white, looks like this
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@ReD what are you trying to do?
10:33
i once had the idea to apply maze algorithms and generate random maps
10:33
Maze generation algorithms are automated methods for the creation of mazes.
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@ReD how did you integrate your tool into the map release process? i would happily also include my tool to automatically remove unused envelopes, images, etc also since you are doing such tight tile optimizations, maybe you could consider removing the rotation from tiles with the id 0. air can be rotated in the editor, so zeroing the rotation again would result in completely zeroed data, probably perfect for compression (though im not sure how big the effect will actually be)
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and than I lay this over an empty map. and I assign different blocks for different values of this gray, for example I say if the value is between 1 and 0.7 it's a unhookable tile, if it's between 0.6 and 0.7 it's a hookable tile etc
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generating good gores maps sounds quite doable :p
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for fun right now, And yeah I also have the maze algorithm and I want to make a maze map for fun
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like the nut race? ^^
10:35
best map
10:35
and yeah I am trying gores right now, but it's unpolished. need to avoid collision with other tunnels correctly
10:37
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Patiga
@ReD how did you integrate your tool into the map release process? i would happily also include my tool to automatically remove unused envelopes, images, etc also since you are doing such tight tile optimizations, maybe you could consider removing the rotation from tiles with the id 0. air can be rotated in the editor, so zeroing the rotation again would result in completely zeroed data, probably perfect for compression (though im not sure how big the effect will actually be)
good idea, I already have the check for empty layers. I can easily add check for empty envelopes, images etc. and yeah I could also clear 0 id tiles
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well i already have that in my tool and was wondering if i could also get it into the release process ^^
10:43
that would also motivate me more to expand on that, had some ideas on checking for invalid tile combinations and so on
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what would also be important is removing blank tiles
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@Patiga hi
10:47
want play ?
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not rn, sry
10:47
after
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@ReD maybe i misunderstood, is your tool already running automatically on to-be-released maps? ^^
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Patiga
well i already have that in my tool and was wondering if i could also get it into the release process ^^
maybe just add it into the client, user wants to save map, and client says "deleted x unused elements."
10:51
I manually run it on ready maps
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oh well
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ReD
and than I lay this over an empty map. and I assign different blocks for different values of this gray, for example I say if the value is between 1 and 0.7 it's a unhookable tile, if it's between 0.6 and 0.7 it's a hookable tile etc
Do you have a process to automate this or do you literally draw?
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i automate it :o that example was 1000 x 1000 tiles, so I would need to draw 1 million tiles by hand. computer does it in 0.13 seconds :D
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oh lmao, didnt realize it was that big
11:18
thats super cool
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πŸ˜ƒ thanks, it's pretty fun for sure
11:20
and fun to play with the settings, you can generate perlin noise with depth = 1, which looks very smooth
11:20
11:20
im sure you could do that with any sort of generation alg too that isnt just perlin noise
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depth = 24
11:22
yeah the smooth one can be done by many, but layering noise ontop you mostly want perlin noise, especially because it's super fast. extremly fast actually, it's a wonderful algorithm
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hell yeah. Even if you never find a practical way to implement it to a playable map it still just looks cool
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hell yeah πŸ˜ƒ
11:25
maybe you can make a exploration map out of it making sure there is a path that goes through it all
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yeah totally, or just cop out and make it gores lol
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ReD
depth = 24
Red send this map justatest i want to see it , but i think its cool for gores :/ but could be wrong
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that huge one is probably not playable, but try this one out
11:58
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ReD
Click to see attachment πŸ–ΌοΈ
I will try it after work
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this one is finishable, added starting line and finish line
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ReD
Click to see attachment πŸ–ΌοΈ
wait... looks like part of my research
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gerdoe
wait... looks like part of my research
what is your research about ? :D
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ReD
this one is finishable, added starting line and finish line
nice open up ReDGores server and overtake kog
f3 3
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ReD
what is your research about ? :D
Creating of algorithm for tile-based map generating (not actually a research tho)
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nice project terrain generation is pretty cool, basically using additionally noises to create things like biomes and placement of structures etc.
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yeah and then you can connect empty parts with paths
17:28
while searching nformation for this i found good article about noise using in map generating
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Many creators have used procedural generation to add some diversity to their game. Some notable mentions include the likes of Minecraft, or more recently, Enter the Gungeon and Descenders. This post explains some of the algorithms you can use with Tilemap, introduced as a 2D feature in Unity 2017.2, and RuleTile. With procedurally created maps, ...
17:30
and i found out that ninslash doesn't have random map generating :(
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nice @ReD i looked at the map and it looks kinda cool
17:32
if u make it tighter and remove unfreeze it might actually make neat gores maps i think
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thanks, sure let me try to make that
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make procedurally generated drag parts
17:36
then you can make ddmax maps
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you mean I can make maps and decline them afterwards monkalaugh
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make gores and submit to kog under a fake name, don't tell them its procedurally genned
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@qshar
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awesome, sumbit it to KoG! 😁
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i actually want to play these they look cool
18:21
@ReD can u make it a little tighter and like generate 5000 of them feelsamazingman
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well I have to check if there is a way going through, but I could automate that, and then yeah, infinite maps let's go poggers
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infinite drag part justatest justatest justatest
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qFART
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