![Pyrotechnics](https://uploads.gamedev.net/monthly_2017_06/screen_2017_6_18_12_37_37.png.61cf68c390b3dc4b85be851b83ea1dd1.png)
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…
![Explody](https://uploads.gamedev.net/monthly_2017_06/screen_2017_6_18_12_37_37.png.61cf68c390b3dc4b85be851b83ea1dd1.png)
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,…
![Explosions Redux](https://uploads.gamedev.net/monthly_2017_06/screen_2017_6_18_12_37_37.png.61cf68c390b3dc4b85be851b83ea1dd1.png)
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…
![Research](https://uploads.gamedev.net/monthly_2017_06/screen_2017_6_18_12_37_37.png.61cf68c390b3dc4b85be851b83ea1dd1.png)
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…
![Wilderness Generator](https://uploads.gamedev.net/monthly_2017_06/screen_2017_6_18_12_37_37.png.61cf68c390b3dc4b85be851b83ea1dd1.png)
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.
![Archipelago Again](https://uploads.gamedev.net/monthly_2017_06/screen_2017_6_18_12_37_37.png.61cf68c390b3dc4b85be851b83ea1dd1.png)
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…
![Archipelago](https://uploads.gamedev.net/monthly_2017_06/screen_2017_6_18_12_37_37.png.61cf68c390b3dc4b85be851b83ea1dd1.png)
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…
![Relief rivers](https://uploads.gamedev.net/monthly_2017_06/screen_2017_6_18_12_37_37.png.61cf68c390b3dc4b85be851b83ea1dd1.png)
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…
![Rivers](https://uploads.gamedev.net/monthly_2017_06/screen_2017_6_18_12_37_37.png.61cf68c390b3dc4b85be851b83ea1dd1.png)
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…
![Plumbing](https://uploads.gamedev.net/monthly_2017_06/screen_2017_6_18_12_37_37.png.61cf68c390b3dc4b85be851b83ea1dd1.png)
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…
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