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#1 2012-01-11 01:03:56

my-chemical-romance
Scratcher
Registered: 2011-04-24
Posts: 1000+

Scollgen 2.0

Ok, not expecting too many replies to this topic (No more than say, 0) because it's show and tell, nobody really cares about looking they just care about showing. I just wanted to get the 10 or so extra views.

This project is a randomly generated world which can also be scrolled, you can go back and forth and no part of the map will be deleted, it is much like Terraria. This is just an alpha, me and Rabbit1131 are going to work on building elements later, for now we want to get the core engine finished.

Here is the link.

Or you could click on my signature.

Remember to run in turbo mode, map size should be above 20.

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#2 2012-01-11 08:59:47

Paddle2See
Scratch Team
Registered: 2007-10-27
Posts: 1000+

Re: Scollgen 2.0

Pretty cool the way the terrain can scroll.  I wonder if there's a way to get rid of the flickering that takes place (on my laptop anyway) as it is generated?  Maybe a faster PC would do a smoother job.   

One thought would be to hide the screen behind a large sprite, then hide it once the terrain is all generated.  Then, there would only be one big flicker instead of a lot of little ones.  It might look better, I don't know. 

I'm looking forward to seeing where you take this next  smile


http://i39.tinypic.com/2nav6o7.gif

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#3 2012-01-11 10:32:06

my-chemical-romance
Scratcher
Registered: 2011-04-24
Posts: 1000+

Re: Scollgen 2.0

Paddle2See wrote:

Pretty cool the way the terrain can scroll.  I wonder if there's a way to get rid of the flickering that takes place (on my laptop anyway) as it is generated?  Maybe a faster PC would do a smoother job.   

One thought would be to hide the screen behind a large sprite, then hide it once the terrain is all generated.  Then, there would only be one big flicker instead of a lot of little ones.  It might look better, I don't know. 

I'm looking forward to seeing where you take this next  smile

Well you see it works in 2 parts, 1 is the list, this is the hard and complicated part, the next is the terrain generator, this is pretty simple. Because of the way Rabbit and I programmed it the possibilities are pretty wide, you could create your own texture pack, you could make your own terrain gen and change the code in the list in certain ways to create caves and other cool things.

Currently I am waiting for someone in my collab to create a simple grid detection which will be able to point out 1 number from the list and poke it to become something else thus allowing user created structures, and once the save feature is done players could create their own project with the save file and load it onto their one and see what someone else has made.

I am currently in the process of speeding up the generation in ways which won't get in the way of gameplay, like the block skipping each 0 instead of going to the first number which isn't 0. And to your comment on the game, currently we work on a simple trial and error type of progress, we will upload it over the last one and try it out, we don't want a big project note and if we changed it once we'd have to change it again to get it to work properly, in future versions we are going to have many more features on the menu, like a load and a simple instructive tutorial.

Currently I am working out smart ways to come across the problem of none of the blocks actually being there, allowing things like doors to be built.

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