Wanted: Your baddie walkabouts

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Mogri
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Wanted: Your baddie walkabouts

Post by Mogri »

Your bad guys wanted! 20x20 walkabouts please, full sets or single frames accepted. I'm looking for a wide range of enemies, ranging from typical slimes and dragons to more bizarre fare like animated refrigerators or wandering hamsters. No enemy is too strange.

Please include a short "Pokedex entry"-style description for each enemy.
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Shadowiii
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Post by Shadowiii »

Is this the birth of OHR-Mon? :O
Luigi is almost as sexy as me!
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Mogri
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Post by Mogri »

Oh man that would be awesome.
What? MR. TRIANGLE is evolving!
But no. This is a roguelikelike, borne from my desire to do something with character creation. Also, this is a game I made a long time ago in C++ and always wanted to remake for OHR.
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Newbie Newtype
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Post by Newbie Newtype »

Alright. This is a good opportunity to use the Spore creature creator demo and...

Image
A NEW CHALLENGER APPROACHES!!!

"This particular creature is none that can ever be found on this planet. That is because they truly are aliens, having descended from space to explore the same ruins you are and research their findings. Of course, them being so unfamiliar to this planet, they'll assume that you are a monster just like everything else, and attack you. Is there a way to communicate with these beings?"
<TheGiz> oh hai doggy, oh no that's the straw that broke tjhe came baclsb
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Twinconclusive
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Post by Twinconclusive »

This sounds interesting enough! :v:

Image

Crimson Slime,

A perfect fusion of power and courage between two slimes!
The horn on its head is said to be able to pierce through the very souls of its enemies.
Legends speak of multiple Crimson Slimes gathering on top of each other (not fusing) to summon massive waves of magma.
&#9834;&#9834;&#9834; Du du duuuu &#9834;&#9834;&#9834;
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Mogri
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Post by Mogri »

Excellent, thanks.

I'll put up a tech demo shortly of the maze generation and traversal scripts, which I am pretty proud of. I'll be able to store the entire game's dungeons into a very small number of globals because room layouts are pseudorandomly generated on the fly instead of being stored. I could technobabble about how cool this is, but either you already get it or you wouldn't care. Short story: it's cool.

I'd really prefer full walky sets if I could get them, but I guess beggars can't be choosers. Just know that if you don't give me the full set, you may end up with some odd animations.
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Bob the Hamster
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Post by Bob the Hamster »

Mogri wrote:I'll put up a tech demo shortly of the maze generation and traversal scripts, which I am pretty proud of. I'll be able to store the entire game's dungeons into a very small number of globals because room layouts are pseudorandomly generated on the fly instead of being stored. I could technobabble about how cool this is, but either you already get it or you wouldn't care. Short story: it's cool.
I believe I would both get it and care. Please babble :)
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Mogri
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Post by Mogri »

Okay, babble follows. I highly recommend playing the demo before reading.

So, the problem is how to come up with room layouts without storing the information in global variables. Right now, the layouts just include walls randomly placed, but they could be anything. Monsters, keys, powerups, whatever. There's information about each room that doesn't change when you leave and come back, so I can use that information as a pseudorandom number seed of sorts. Specifically, I have the room's x and y coordinates, its dungeon level, and the number of exits.

At this point I started researching RNGs to figure out how to use the seed -- then I figured it'd be easier to just pull formulas out of my butt and use them instead. The resulting script is kind of funny:

Code: Select all

  # Set walls pseudorandomly based on x, y, level, and doors
  for &#40;ctr, 0, 3 + &#40;level + x * y + doors&#41;, mod, 15&#41; do &#40;
    x &#58;= 2 + &#40;ctr * &#40;room x * room y / &#40;doors + 1&#41;&#41; + room x + x + y&#41;, mod, 10
    y &#58;= 2 + &#40;ctr * &#40;&#40;room x * room y + doors&#41; / &#40;level + 1&#41;&#41; + room y + x + doors&#41;, mod, 6
    write map block&#40;x, y, 0&#41;
    write pass block&#40;x, y, north wall + south wall + east wall + west wall&#41;
  &#41;
In other words, "throw a bunch of numbers together and mod them to the values I want." Voila! I have rooms that look the same when I leave and come back. It's the best of determinism and randomness, together at last. It can create some interesting patterns, too.
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Post by Newbie Newtype »

Neato. Tiles seem sporadically placed, but on the other hand that would be a good way of placing interactive objects. I love the menu.
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Blue Train
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Post by Blue Train »

ill come up with something, what does your pallet look like?
Blip.
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RMZ
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Post by RMZ »

I'm sure I have a few sprite sets I can let you use. Give me a day or so and I'll conjure them all up for ya.
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Bob the Hamster
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Post by Bob the Hamster »

Mogri wrote:In other words, "throw a bunch of numbers together and mod them to the values I want." Voila! I have rooms that look the same when I leave and come back. It's the best of determinism and randomness, together at last. It can create some interesting patterns, too.
Interesting! I was expecting to see something using "seed random".

I know it doesn't happen in the demo, but do you have a strategy for avoiding situations where entry doors are blocked by the random walls?


Also, the interface on the right looks awesome. Reminds me of how the OHR needs some prettier built-in box styles.
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Mogri
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Post by Mogri »

Yeah, the blocks don't appear along the walls. See how it's 2 + (something) mod 10? Goes from to to 11. It also prevents the walls from randomly forming a barrier between the doors, making a room impassable.

I thought about seed random, but I had a partial brain fart at the time and forgot that calling it with no argument reseeds it to the clock. Anyway, I'm okay with how it is, but I'm also thinking I'll add in a game-unique salt number to prevent rooms from looking similar across games (the doors value does that already, but to a lesser extent).
ill come up with something, what does your pallet look like?
It is a custom palette, but don't worry about that.
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Post by Newbie Newtype »

It is a custom palette, but don't worry about that.
the_dude can still grab the palette himself.

All you have to do is play Mogri's game, and press F12 to take a screenshot. The screenshot is saved as a 256 color .bmp file with the custom palette intact. Just import that into OHRRPGCE and draw your sprite with it. volia.

I'm going to convert my alien sprite to it (as well as make it a 16x16 sprite for importing) to save Mogri some trouble.
<TheGiz> oh hai doggy, oh no that's the straw that broke tjhe came baclsb
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