## Borkmen: An incompleted simplex noise, state machine project

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Gunroar:Cannon()
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Joined: Thu Dec 10, 2020 1:57 am

### Borkmen: An incompleted simplex noise, state machine project

This is a messy project (tested on Love for Android only) that I gave up on for...reasons(taking up to much of my time,
idea complexity, etc). Though I put alot of time into this and the infinite(?) simplex noise map.
It was meant to be an open world game where you control a tribe and group them in camps getting food
,exploring, fighting of enemies,etc.Anyone who wants an example of perlin noise and state machine(?) in
love2d can check this project out, as buggy as it may be. You could also optimize it more, hack it and
add more festures, port it to desktops, etc then post it here for me-I mean us to see , you could look at it and play it once
then ignore it cause you're busy, or you could keep it and do what you want with it. Whatever's whatever
to you to me ( not a typo ).

The battle is confusing (it's de-buggy, get it? Get it? Buggy for the purpose of debugging? Never mind...).
When battling you control one character on your side(left side if in dungeon).
An attack causes someone to shake and they turn upside down when they "die".
Sometimes the only way to continue is to close the app forcefully.
Tap on a block to move to it. Runs slow for me(at an fps of 8) and pathfinding is annoying to anyone)
Go on a "cave"(black tile) to enter dungeon(that you can't leave, buggy, but you can't blame me, it was still
in development and I'm only 16 at time of writing. I didn't even think of a proper name and named it borkmen temporarily, though I was
thinking of "Dragon Lake", but it didn't really make sense for the game so...borkmen)

There are a bunch of hidden stuff I put into the project for debugging purposes but never took
out. Here are some:

Controls:
.press up and y at the same time to zoom in the noise map
.press down and y at the same time to zoom out the noise map
.tap b to measure land size(?) of position you're on
...maybe more?

Debug Panel:
The debug panel is the textinput at the top. Type code in it (and press "Submit") to put in the code,
.type "doDebug = true" to see debug for biomes(note: not all biomes appear):
Des = desert(yellow)
Gra = grassland(green)
ice = ice(light blue)
Sa = savanna(orange)
For = seasonal forest(dark green)
Taig = taiga(brownish orange)
F.tro = tropical rainforest(greenish blue)
Tun = tundra(blue)
Wo = Woodland(brown)

.type "doDebug = 1" (or any number) to see debug for alias of area(never got far enough to
actually implement it in gameplay, *sniff*)
Eq = Equinoxed(light blue/cyan)
Ju = just(light green)
Vi = Vile(dark green)
Ve = Venomous(purple)
Ch = chaotic(red)
Ni = nightmare(dark red)

.type a bunch of other commands from the map(self is map in the panel)
e.g. self:teleportPlayer(x,y) (note: the further you go, the more map starts to split,
might just be from me but I don't know)
.type "track = 4" to cause an error and see performance file in borkmen.txt at Android/data...

There are a bunch of other stuff you can do, it's in there somewhere...
To start press Start>new>create. To start immediately uncomment line 36(atleast it was 36 when you saw this,
but I don't know what you've done/will do to the file) in game.lua and comment line 37.
You could use the SimplexNoiseViewer too, but it has problems...

Note: I don't claim b.mp3 as mine!!! It's Ayo's (and Teo's)!!! I just copied and pasted a random song to
test audio(note: the audio gets *super* annoying after hearing it over and over again in test runs).
Attachments
borkmen.love
The game file.
Last edited by Gunroar:Cannon() on Wed Apr 21, 2021 9:23 am, edited 1 time in total.
me: I don't always code but when I do it's done flawlessly.
also me:

Code: Select all

 function Gunroar:Cannon()
for x, enemy in ipairs(self.allEnemies) do
self:Cannon(enemy)
end
end

Code: Select all

Lua Error: [file Gunroar.lua]:18: C stack overflow

Gunroar:Cannon()
Party member
Posts: 253
Joined: Thu Dec 10, 2020 1:57 am

### Re: Borkmen: An uncompleted simplex noise, state machine project

Fixed the love file(that wasn't there before )
me: I don't always code but when I do it's done flawlessly.
also me:

Code: Select all

 function Gunroar:Cannon()
for x, enemy in ipairs(self.allEnemies) do
self:Cannon(enemy)
end
end

Code: Select all

Lua Error: [file Gunroar.lua]:18: C stack overflow

Gunroar:Cannon()
Party member
Posts: 253
Joined: Thu Dec 10, 2020 1:57 am

### Re: Borkmen: An uncompleted simplex noise, state machine project

Here are some screenshots:
Attachments
Screenshot_2021-02-10-11-25-57.png (980.09 KiB) Viewed 3995 times
Screenshot_2020-09-09-17-23-44.png (488.63 KiB) Viewed 4128 times
Screenshot_2020-09-09-17-23-37.png (878.05 KiB) Viewed 4128 times
me: I don't always code but when I do it's done flawlessly.
also me:

Code: Select all

 function Gunroar:Cannon()
for x, enemy in ipairs(self.allEnemies) do
self:Cannon(enemy)
end
end

Code: Select all

Lua Error: [file Gunroar.lua]:18: C stack overflow

Gunroar:Cannon()
Party member
Posts: 253
Joined: Thu Dec 10, 2020 1:57 am

### Re: Borkmen: An uncompleted simplex noise, state machine project

If anyone has any feedback after checking it, maybe if they found a problem(that could help me later), it will be appreciated.
Note: could work on desktop if paddy.lua and other small things are adjusted
me: I don't always code but when I do it's done flawlessly.
also me:

Code: Select all

 function Gunroar:Cannon()
for x, enemy in ipairs(self.allEnemies) do
self:Cannon(enemy)
end
end

Code: Select all

Lua Error: [file Gunroar.lua]:18: C stack overflow

Jeeper
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Posts: 590
Joined: Tue Mar 12, 2013 7:11 pm
Contact:

### Re: Borkmen: An uncompleted simplex noise, state machine project

Gunroar:Cannon() wrote: Sun Apr 18, 2021 5:40 pm If anyone has any feedback after checking it, maybe if they found a problem(that could help me later), it will be appreciated.
Note: could work on desktop if paddy.lua and other small things are adjusted
You should probably make those adjustments and upload another version if you want to increase the likeliness of people testing it out

I started it and was a bit annoyed by the loud music, I created a world which looked cool, but since I was unable to do much more I don't have any real feedback.
Gunroar:Cannon()
Party member
Posts: 253
Joined: Thu Dec 10, 2020 1:57 am

### Re: Borkmen: An uncompleted simplex noise, state machine project

Jeeper wrote: Fri May 07, 2021 8:13 am
You should probably make those adjustments and upload another version if you want to increase the likeliness of people testing it out

I started it and was a bit annoyed by the loud music, I created a world which looked cool, but since I was unable to do much more I don't have any real feedback.
Haha, loud music. Yeah, I should have removed that, I just threw the project in how I last left it.
Are you running it in desktop , and what's the fps pls?

Note: if you go into a black space you enter a dungeon with (confusing) AI.
me: I don't always code but when I do it's done flawlessly.
also me:

Code: Select all

 function Gunroar:Cannon()
for x, enemy in ipairs(self.allEnemies) do
self:Cannon(enemy)
end
end

Code: Select all

Lua Error: [file Gunroar.lua]:18: C stack overflow

Jeeper
Party member
Posts: 590
Joined: Tue Mar 12, 2013 7:11 pm
Contact:

### Re: Borkmen: An uncompleted simplex noise, state machine project

Gunroar:Cannon() wrote: Fri May 07, 2021 9:44 am
Jeeper wrote: Fri May 07, 2021 8:13 am
You should probably make those adjustments and upload another version if you want to increase the likeliness of people testing it out

I started it and was a bit annoyed by the loud music, I created a world which looked cool, but since I was unable to do much more I don't have any real feedback.
Haha, loud music. Yeah, I should have removed that, I just threw the project in how I last left it.
Are you running it in desktop , and what's the fps pls?

Note: if you go into a black space you enter a dungeon with (confusing) AI.
By running it in desktop I assume you mean none-fullscreen? If that is the case, then yes.

I hover around 100 fps.

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