Search found 1085 matches

by Gunroar:Cannon()
Wed May 17, 2023 7:40 am
Forum: General
Topic: Ideas to how to generate lakes on a map
Replies: 6
Views: 2342

Ideas to how to generate lakes on a map

I use rotLove (needed to run example I posted, sorry) for generating maps. Works okay. But I want to generate maps more like Brogue (using rotLove's Brogue map gen) but it doesn't work well and just gives me either square rooms or one whole cave. --[[ Brogue ]] ROT= require 'src.rot' function love. ...
by Gunroar:Cannon()
Tue May 16, 2023 8:06 am
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1791
Views: 1483228

Re: What's everyone working on? (tigsource inspired)

Jasoco wrote: Fri May 12, 2023 7:32 pm
It's really fun. Hopefully eventually I can make it my own. Draw my own buildings and stuff and add my own features for how the world works.
Nice :awesome: It'll be cool when you start adding own features.
by Gunroar:Cannon()
Tue May 16, 2023 8:03 am
Forum: General
Topic: How to make good dodging AI
Replies: 9
Views: 3292

Re: How to make good dodging AI

I guess it's instant. If I add inertia I'll just try and tweak the code. My main problem is that the library doesn't work for fleeing as I thought it should when I use it.
by Gunroar:Cannon()
Mon May 01, 2023 2:09 pm
Forum: General
Topic: How to make good dodging AI
Replies: 9
Views: 3292

Re: How to make good dodging AI

Looks like typo: elseif hunter.agent then return hunner.agent Heheh. I doubt though. "Check if there's still an agent and return one if there is, but if there isn't then throw an error". Where did you get that a "small working example" means to post your whole project? Okay, fai...
by Gunroar:Cannon()
Mon May 01, 2023 10:43 am
Forum: General
Topic: How to make good dodging AI
Replies: 9
Views: 3292

Re: How to make good dodging AI

I don't really think the love file would help. Has to much unnecessary code to be readable by someone else. The void library is available on github I think. What I'm hoping for is if anyone can see any problem with the evade code. If you really want a love file I'll put it but my code's really messy...
by Gunroar:Cannon()
Mon May 01, 2023 7:23 am
Forum: General
Topic: How to make good dodging AI
Replies: 9
Views: 3292

How to make good dodging AI

This is the main boid code I use --[[ Copyright (c) 2012 Roland Yonaba Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitatio...
by Gunroar:Cannon()
Wed Apr 19, 2023 3:44 pm
Forum: General
Topic: I Redesigned Löve's logo in 3D Software
Replies: 9
Views: 5569

Re: I Redesigned Löve's logo in 3D Software

I like the first one and last one the best :rofl:.
Cool.
by Gunroar:Cannon()
Wed Apr 19, 2023 3:24 pm
Forum: Support and Development
Topic: How to blend light colours?
Replies: 8
Views: 2402

Re: How to blend light colours?

Wow, thanks. Yeah, you're right. A lot of light would appear white ( though wouldn't a lot of green light still appear green?).

One of these should hopeully work.
by Gunroar:Cannon()
Wed Apr 19, 2023 9:47 am
Forum: Support and Development
Topic: How to blend light colours?
Replies: 8
Views: 2402

Re: How to blend light colours?

Nice! Thanks, adding seems better. But now I rememebr the problem with it. If there are too many colours I just get white. Like 3 oranges (1,.7,.7) will give me values higher than 1 and I'll get white. Any fixes? (Those debugging numbers on each tile are r,g,b values to 2 significant figures I think...
by Gunroar:Cannon()
Tue Apr 18, 2023 3:49 pm
Forum: Support and Development
Topic: How to blend light colours?
Replies: 8
Views: 2402

Re: How to blend light colours?

Ahh. It's a roguelike so I'm using fov for light. I'm just kinda trying to implement the lighting in brogue for example...
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