Been playing with the explosion generator some more. (The reason is that I am working on a Flash-based game, and I need bitmap based special effects.) Combining a stretched sphere function with turbulence biased along a directional axis, I've created a fireball, animated over time and good for shoo…
Did some tweaking to turbulence and intensity scaling, parameterized everything to be animated by curves, and slapped together a really quick layered test, and here is the result:
(Note, I accidentally over-wrote an existing expl.gif in my webspace, so if you get a kind of smeary-looking explosion,…
(Note, I accidentally over-wrote an existing expl.gif in my webspace, so if you get a kind of smeary-looking explosion,…
Quite awhile back, in this and this journal entries, I explored generating explosion sprites for animated 2D sprite-based explosions. Recently, I revisited some of that in order to create better, or at least different, looking explosion sprites. Don't get me wrong, in a layered system those generat…
So it's been an interesting three or four weeks. Before I elaborate, I would just like to comment on the massive motivational boost to one's planning that can be granted by spending an entire night (as I did last night, and as I will again tonight) immersed in the sticky, foul-smelling, black-mayon…
I've started on the generic wilderness sub-map generator for Archipelago. Although I might have to change the name, since the world generator still doesn't generate a system of islands, but rather still just a single continent.
Go check out the blog to see what I've been up to there.
Go check out the blog to see what I've been up to there.
Work continues on the old school RPG. Following the example of several luminaries of the journal pages, I've started a separate blog. This blog is about my various Accidental stuff, including the current old school project. I'll try to confine any Accidental posts there, and use this space for othe…
Spent a few hours today tinkering around and came up with this:
It's a simple tilemap in the 'old skool' style, top down and cheesy. The map displayed is just a simple random scatter, no tricks. The interesting part (to me) is that everything is randomly generated, including the tile graphics. New t…
It's a simple tilemap in the 'old skool' style, top down and cheesy. The map displayed is just a simple random scatter, no tricks. The interesting part (to me) is that everything is randomly generated, including the tile graphics. New t…
Because relief maps are so much more interesting to look at, here is a composite of 4 images showing mountains with varying levels of erosion overlaid with their corresponding drainage maps, generated as detailed in the previous entry:
I'm working on possible schemes for enumerating and naming the v…
I'm working on possible schemes for enumerating and naming the v…
I've been revisiting my island/continent generation stuff, and have started on something that I've been puzzling over for awhile: generating rivers on a randomized fractal terrain cheaply. As I mentioned in an earlier entry, I've come up with an approximation to erosion by simulating raindrops prop…
Despite sworn oaths, I've gone back to plumbing. This post isn't about the goods/bads of that. It's about something I've been learning over the past several years, partly as a plumber, and partly as... well... everything else.
Confidence. I have always sort of lacked it. You can see that lack brimmi…
Confidence. I have always sort of lacked it. You can see that lack brimmi…
Advertisement
Popular Blogs
Advertisement