http://www.cybergrain.com/tech/pubs/lines_technote.html
broken link in the other link about making perlin movement.
My image and test sites for my game/movie.
http://flickr.com/photos/[EMAIL PROTECTED]/
http://www.youtube.com/profile_videos?user=xomagick&p=r
http://tribes.tribe.net/perspectivemmo
On Sun, Aug 3, 2008 at 12:52 AM, Emanuel Berg <[EMAIL PROTECTED]> wrote:
> Do you have a screenshot of your project?
>
> My project is a SNES/Mega Drive RPG with simple but addictive/fast
> gameplay. The inspiration is Chrono Trigger. A lot of people like
> realistic RPGs (for example in a quasi-me
Do you have a screenshot of your project?
My project is a SNES/Mega Drive RPG with simple but addictive/fast
gameplay. The inspiration is Chrono Trigger. A lot of people like
realistic RPGs (for example in a quasi-mediaeval setting) but I like
freaked out, spaced out, psychedelic stuff. Of course
On Sat, Aug 2, 2008 at 9:04 PM, Emanuel Berg <[EMAIL PROTECTED]> wrote:
> I'm not experienced as a programmer so I don't think I can help you
> really but I happen to have an RPG project so for what it's worth I
> think it's a great idea with an "RPG module" handling routine things
> that are in al
I'm not experienced as a programmer so I don't think I can help you
really but I happen to have an RPG project so for what it's worth I
think it's a great idea with an "RPG module" handling routine things
that are in almost all RPGs. I'd be happy to test whatever you come up
with.
editor: http://i
>
>
> Basically I'd like to see RPG
> characters be at least slightly less moronic in 2008 then they were in the
> original "Final Fantasy" (most console RPGs aren't even trying) and a
> system like this one would be a fairly easy way to do that even in a
> homemade game. As for graphical presentat
On Wed, Jul 30, 2008 at 9:29 PM, Hugo Arts <[EMAIL PROTECTED]> wrote:
> On Wed, Jul 30, 2008 at 6:20 PM, Knapp <[EMAIL PROTECTED]> wrote:
> >
> > That works unless you game is about space and which star out of 30,000 is
> > close. Then the idea of finding the distance to everything gets a bit
> sl
On Wed, Jul 30, 2008 at 9:43 PM, Hugo Arts <[EMAIL PROTECTED]> wrote:
> On Wed, Jul 30, 2008 at 7:56 PM, kschnee <[EMAIL PROTECTED]> wrote:
> >
> > I was working with the assumption of this stuff being for a module
> outside
> > of Pygame.
> >
>
> Of course, I can have no objections of any kind to
On Wed, Jul 30, 2008 at 7:56 PM, kschnee <[EMAIL PROTECTED]> wrote:
>
> I was working with the assumption of this stuff being for a module outside
> of Pygame.
>
Of course, I can have no objections of any kind to that. Your library.
By all means go ahead and develop it.
I might even be persuaded t
On Wed, Jul 30, 2008 at 6:20 PM, Knapp <[EMAIL PROTECTED]> wrote:
>
> That works unless you game is about space and which star out of 30,000 is
> close. Then the idea of finding the distance to everything gets a bit slow.
> To solve this you can take the position and divide by some distance that yo
On Wed, 30 Jul 2008 17:25:18 +0100, "Hugo Arts" <[EMAIL PROTECTED]>
wrote:
> I think a dialog system qualifies as neither AI nor generalisable. What
> about customising dialog based on the main characters attributes, or
> perhaps
> NPC's speaking amongst eachother (with a player eavsedropping). Wha
Mostly I agree but Perlin is a fundamental graphics tool not part of a game
engine.
On Wed, Jul 30, 2008 at 6:55 PM, Michael <[EMAIL PROTECTED]> wrote:
> On Wednesday 30 July 2008 17:25:18 Hugo Arts wrote:
> > What you're proposing are all things that belong in a game engine more
> than
> > in a
On Wed, Jul 30, 2008 at 6:51 PM, Hugo Arts <[EMAIL PROTECTED]> wrote:
> > a function to find what is close to something (This is very doable)
>
> def close(something, other_things, distance):
>r = something.rect.inflate(distance, distance)
>return filter(lambda x: something.colliderect(x.r
On Wednesday 30 July 2008 17:25:18 Hugo Arts wrote:
> What you're proposing are all things that belong in a game engine more than
> in a lib like pygame.
+1
(they're all good things mind)
MIchael.
> a function to find what is close to something (This is very doable)
def close(something, other_things, distance):
r = something.rect.inflate(distance, distance)
return filter(lambda x: something.colliderect(x.rect), other_things)
There you go, that's the first one. ;-)
There is some tal
On Wed, Jul 30, 2008 at 3:54 PM, kschnee <[EMAIL PROTECTED]> wrote:
> On Wed, 30 Jul 2008 12:35:50 +0200, Knapp <[EMAIL PROTECTED]> wrote:
> > I also agree that we could make a whole section of code like this. There
> > are
> > other types of noise, a lot of vector math toys like unit vector and
>
On Wed, Jul 30, 2008 at 2:54 PM, kschnee <[EMAIL PROTECTED]> wrote:
>
> I was playing recently with the A* pathfinding algorithm and made a
> workable version of it:
> http://kschnee.xepher.net/code/080721a_star_pathfinding.zip
> http://kschnee.xepher.net/pics/080720a_star.jpg
>
> Other things that
On Wed, 30 Jul 2008 12:35:50 +0200, Knapp <[EMAIL PROTECTED]> wrote:
> I also agree that we could make a whole section of code like this. There
> are
> other types of noise, a lot of vector math toys like unit vector and
> perpendicular vector etc that get used a lot in game making. I am sure
> the
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