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Welcome to the team
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B-b-bump
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Firedrake969 wrote:
Ok so when do we start Pandemia?
I don't want to do Pandemia. I really am against contamination games and zombie games. If you make Pandemia, I am afraid I will not help you.
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Nomolos wrote:
Firedrake969 wrote:
Ok so when do we start Pandemia?
I don't want to do Pandemia. I really am against contamination games and zombie games. If you make Pandemia, I am afraid I will not help you.
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Ok then. I can take over your role for the time being... I really wanted to do that...
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We're going to start on mazecaster first . I made a dev thread, I'll edit a link in later. What we need right now is a reader for the maze generator- I'm going to need someone to start on that, while I prepare the character. It will be based on canthiars maze generator, but with a pen size of 13 to even it out and make it more readable.
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Something that scans the mazes and adds them to a list
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Well, it would just add a 1 to the list it it's empty, and 0 if theres a wall
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A few things:
1. Is this a tile-based game? (Remember, I like tiles -- just think of Music Marathon).
2. If you're going to store it in a list, it's far more economical to generate the list as the maze is created, rather than scanning in data from the visual side. That can be done with some fairly simple math that takes into consideration current column and row, and creates a list position.
3. Things could get a little hairy with array-based raycasting (I assume that's what you want) but I'll look into it. I've actually sort of wanted to try something to that effect for a while. Problem being you're not just moving a dot towards a line and waiting until the colors touch.
4. You'll make your lives much easier if you use a simpler system than Canthiar's maze generator. I would suggest "filled" and "empty" tiles, rather than squares with up to 4 walls. I can implement something like that if you want and upload it. Basically, it'll involve a bunch of small square tiles. The map will start filled, and then the generator will carve out sections, with the rule that it cannot pass within 1 tile of an already empty square; that'll resemble Canthiar's method.
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Great idea amcerbu! I was fiddling around with mazes a while ago, and came across the hint and kill generation method. Sadly, I had trouble creating it, but that sounds great to. The array based ray casting requires a lot of complex math, but I was thinking if anyone could figure how to change the equations to make S65's slower moving, we could use that, as I believe it has settings for map length, width, etc. However, I would absolutely love to see what you come up with. I would certainly trust your opinion . (sorry I'm blabbing)
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Hi, I am willing to apply for a place in this awesome collab!
Reason for applying: I am a fun, but hard working scratcher and can help other scratchers in their difficulties.
Your main skills: Programming, Drawing
A link to what you think are your 3 best projects: Sorry, but this my new account so no projects
Position you would like: Programmer
Thanks allot
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Bowser_Jr wrote:
Hi, I am willing to apply for a place in this awesome collab!
Reason for applying: I am a fun, but hard working scratcher and can help other scratchers in their difficulties.
Your main skills: Programming, Drawing
A link to what you think are your 3 best projects: Sorry, but this my new account so no projects![]()
Position you would like: Programmer
Thanks allot
Well, there is a 10 project requirement, but if we could have a link to your old account we can definitely consider. Sorry. but we have to know your skill level. We'll definitely consider if you do, though
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Reason for applying:I am interested in this collab
Your main skills:Programming
A link to your three best projects: lhttp://scratch.mit.edu/projects/bertdog/2655983 http://scratch.mit.edu/projects/bertdog/2673285http://scratch.mit.edu/projects/bertdog/2651909
Position you would like:sound finder.
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1 thing. The maze generator is not needed because it is array based, remember? It's all in the numbers...
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Exactly. The random maze will be generated and converted Ito a list, and that will be used in the raycaster
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Hmm... Indeed. Indeed.
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