subzeroten
Greater Being
{S=0}The Naturalist[M:-2]
5%
Behold, my new game, in an avatar! :D
Posts: 288
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Post by subzeroten on Feb 21, 2009 23:23:07 GMT -5
hmm, I guess you should make the thing go from one number to another because people could find more than one goldfish in a puddle or more goldfishes in the level. Ex: 1745-1755 enemies total.
Although it could be TOTALLY wrong since what if there are like, 10 GOLDFISHES IN A PUDDLE?!
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Post by bewnt on Feb 22, 2009 2:46:39 GMT -5
I have a question: How do I make the QEFG now that the number of enemies vary with each game (because of the accursed, blasted goldfish)? Why the name change? Anyway, the other 4 enemies are in constant numbers in each stage, so that's okay. As for the Goldfish, add a note saying that it will appear only if there is sufficient water in a level, and discount it from the total tally. As for the 777, you do know about "lucky seven" don't you
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Post by General Veers on Feb 22, 2009 3:00:57 GMT -5
Alright, then - I'll get to work on that. Thank you.
And yes, I do know about jackpot 7s, the usage of 7 in the Bible, et cetera.
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Post by jakebob on Feb 22, 2009 6:23:06 GMT -5
I have a question: How do I make the QEFG now that the number of enemies vary with each game (because of the accursed, blasted goldfish)? Take an average. OH, better yet, show how many enemies are on each separate map screen (ie on this screen you'll find x Shroom Jumpers, y Orange smiley faces and a Goldfish), then say that due to map generators, an accurate portrayal of the total enemies cannot be shown. The reason the Goldfish drops $777 is because in fruit machines, getting 3 7's (so it looks like 777) normally means "Jackpot!" and you win the top prize. The chances of winning are minimal though, like finding a Goldfish and reaping its rewards. In my opinion, 777's a lucky number, and it's reflected in the SR game, as the programmer also thinks 777 is lucky. Just look 777 up, you'll find info. Whoops, didn't notice the second page
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Post by bewnt on Feb 22, 2009 7:32:31 GMT -5
I have a question: How do I make the QEFG now that the number of enemies vary with each game (because of the accursed, blasted goldfish)? Take an average. OH, better yet, show how many enemies are on each separate map screen (ie on this screen you'll find x Shroom Jumpers, y Orange smiley faces and a Goldfish), then say that due to map generators, an accurate portrayal of the total enemies cannot be shown. Both your suggested methods are not viable options. Method 1) Average?! It's going to be a ton of work to obtain decently reliable results, and it's better anyway to compile the entire landscape as opposed to subjecting the QEFG to random probability. Method 2) Since it is random, there is no point in writing the number of goldfish in whichever level you visit. Now I must get used to calling it "Natasha Bedingfield's QEFG"...
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Post by jakebob on Feb 22, 2009 9:16:33 GMT -5
Which is why I said "take down the number of enemies on each unique map screen". That doesn't mean "On Cavern 1:4, there will be this many enemies", it means "On this particular map layout screen, these enemies will appear"
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Post by bewnt on Feb 22, 2009 9:58:58 GMT -5
Which is why I said "take down the number of enemies on each unique map screen". That doesn't mean "On Cavern 1:4, there will be this many enemies", it means "On this particular map layout screen, these enemies will appear" Do you know how the terrain generator works? They construct a long piece of terrain, spanning several screens wide. When you enter a level, they pick out a random portion of this long landscape, and that will be used as the map layout. Therefore, there are many possible combinations of map layouts. For us to reconstruct this entire landscape is a daunting task due to the darkness of Cavern. It isn't feasible as of now.
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Post by General Veers on Feb 22, 2009 13:34:04 GMT -5
Well, I finished the QEFG by modifying the page (noone posted since QEFG v3.2). I excluded Yellow snake fish altogether until the SUBTOTAL level for Cavern 1, in which case I made a note saying "unknown number of yellow snake fish."
You don't have to call it "Natasha Bedingfield's QEFG" if you don't want to; just call it " the QEFG" or "Veers's QEFG" or "General Veers's QEFG."
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Post by doomish on Feb 22, 2009 17:16:05 GMT -5
What is this "Stick Range"? I have never played this "Stick Range" game of which you speak.
Still, pretty fun stage even if it is a little on the tough side. I was pretty sure it was a cave or tunnel from the start.
Now the question is "what's on the other side"?
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Post by jakebob on Feb 22, 2009 18:50:32 GMT -5
What is this "Stick Range"? I have never played this "Stick Range" game of which you speak. Still, pretty fun stage even if it is a little on the tough side. I was pretty sure it was a cave or tunnel from the start. Now the question is "what's on the other side"? Small note: Cave and tunnel aren't the same thing. And I thought of something with the enemy totals bit, but Veers Natasha already thought of it :S
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Post by doomish on Feb 22, 2009 19:12:57 GMT -5
>_>
I said 'OR tunnel', didn't I? D:
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Post by me2 on Feb 22, 2009 19:18:09 GMT -5
What is this "Stick Range"? I have never played this "Stick Range" game of which you speak. Still, pretty fun stage even if it is a little on the tough side. I was pretty sure it was a cave or tunnel from the start. Now the question is "what's on the other side"? Small note: Cave and tunnel aren't the same thing. And I thought of something with the enemy totals bit, but Veers Natasha already thought of it :S Small note number 2: As far as I know most huge real-world caves have various of exits. One or two exits are seldom cases. Just check out typical cave maps. Btw: I think this image covers most of the cave: Of course, I'm not sure about the borders. My experience about the fish: If you can see a complete lake, there's always a fish in it. If the lake is cutted of by the screen, it depends. I suppose in both lakes a certain point in the middle (at the deepest point) has to be visible. /me
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Post by doomish on Feb 22, 2009 20:46:05 GMT -5
I've had times when there are no fish, and one time I thought I saw two.
It's pretty strange.
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Post by bewnt on Feb 23, 2009 4:02:57 GMT -5
Impressive work, me2. That must've took hours. I might consider polishing that up before uploading it onto the Wiki (or you might want to do it, doesn't matter either way)
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Post by me2 on Feb 23, 2009 7:11:52 GMT -5
Yes, it took hours. I created several screenshots of each level screen, and blended them together with an image program by using "brightest". Most work was to clip all the screenshots to the right size. I planned to completly recreate it with the correct and clean tile set (see Category: Stick Ranger stages). But you can do it, too, if you want. /me
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Post by bewnt on Feb 23, 2009 7:46:24 GMT -5
Yes, it took hours. I created several screenshots of each level screen, and blended them together with an image program by using "brightest". Most work was to clip all the screenshots to the right size. I planned to completly recreate it with the correct and clean tile set (see Category: Stick Ranger stages). But you can do it, too, if you want. /meI see. It would be great if you could demonstrate the recreation on the Cavern, so I can follow suit for the other tilesets.
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Post by me2 on Feb 23, 2009 8:28:02 GMT -5
OK, I'll show you ... Btw: I had to extrend the right border by two tiles. /mePS: Here it is, half way done: I just use an image program to copy and place the tiles. I'll do the rest later, because it's really boring work. PPS: I've never seen more than one fish in one of the cavern lakes. PPPS: It seems the fish directly correlates with the choosen section of the landscape. I have collected a few screenshots from the lakes with fish and without fish. For example if you have 9 or more visible tiles of land in front of the first lake, you have a fish. If you have 8 or less visible tiles in front, you don't get a fish. For the second lake I know that if the lake is at the right border, a length of 4 tiles of lake is not enough, and a length of 7 tiles of lake is enough to get the fish. If the second lake is at the right, I know a length of 16 tiles is enough, and 11 tiles are not enough. PPPPS: And don't get fooled: He likes to hide behind the Brown Simley Walker.
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Post by Disabled on Feb 23, 2009 21:59:36 GMT -5
Right from the first beta of my map generator I present: the new level map. Still missing are the lakes, as its not yet implemented. Another problem I have is the export back to png, its scaled down right now because of that - thats for not using a proper language to code it. I'm a little tired and have an important day tomorrow, so I will continue to develop it later.
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Post by me2 on Feb 24, 2009 6:36:58 GMT -5
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Post by Disabled on Feb 24, 2009 10:39:52 GMT -5
I first implemented it in Matlab, now I rewrote everything in Python (with numpy, scipy,...) for learning purpose - got some time to get used to. The new Python version works very well now, except the water is still not handled. If you extract the ranger.jar you will find several stx.gif. st5.gif is the new cave map, but its only black/white/blue one pixel representing one tile. So I grabed the tiles from your map, ie edge, floor and fill and wrote a little prog that detects if there are neighboring pixels, so if one given pixel is an edge, floor, ceiling, etc and made up a new image with that. Here is the new map generated: (the preview doesn't seem to work...?)
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