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DarkSpace - Beta
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[FAQ
Forum Index » » Soap Box » » Weather Sand Game
 Author Weather Sand Game
Kanman
Grand Admiral
Pitch Black


Joined: August 26, 2005
Posts: 1017
From: Virginia, United States
Posted: 2007-01-13 17:50   
Most of you have played the Sand Game, in its various encarnations. Well, I have made my own little (incomplete) version of the game. Took me most almost 20 hours of coding to get THIS far).

Ill list off the buttons in order, as I have yet to figure a way of labelling them in-game.

from the left to the right:

Blue: set cursor to WATER

Green: set cursor to Plant

Red: set cursor to Fire (not quite up to par with the Sand Game version of fire)
Dark Grey: set cursor to Wall (move it slowly, as it doesnt form solid lines like the Sand Game does. moving too fast will skip spots)

Black: set cursor to Eraser (ill work on a larger area of effect for this tool)

White: Snow (now some new stuff )

3 Yellow blocks: Sets Cursor size AND precipitation size between small, medium and large (game starts set to medium)

2 small Grey blocks: Left one turns rain on and off, right one turns snow on and off. this button may give you issues with registering your clicks. nothing too bad tho.

Purple: Reset

Dark Brown: This is dead plant, but it will turn into plant given proper conditions. Given harsh conditions, plant dies into this. (non-flamible, im working on it)

2 Yellow blocks: Left turns lightning on, right turns lightning off (lightning only occurs in Rain mode), starts in OFF setting.

small Yellow box: LIGHTNING MODE. Lots of Lightning, no rain! Lightning Flash is turned off in this mode. Too many flashes. Makes headache...

2 Blue Blocks: Left sets to Normal Move Mode (initial condition). Right sets to Odd Move Mode (makes inverted tornadoes and moves things fast and invisibly).

Water, dead plant and snow are absorbed into the ground over time.
Water is not absorbed while its raining.
snow is not absorbed while it is snowing.

Water and snow will fight for dominance based on which is more common.

Wall blocks Lightning, but Lightning damages the wall and gets thru eventually.

Link to Weather Sand

Any suggestions on new ideas of things to add to the game?


For those of you interested, I know some of you like to see the code to this stuff, so here is the source Code to this version of WeatherSand:

WeatherSand Source Code

[ This Message was edited by: Kanman *FC2* on 2007-01-13 22:53 ]
_________________


Kanman
Grand Admiral
Pitch Black


Joined: August 26, 2005
Posts: 1017
From: Virginia, United States
Posted: 2007-01-13 23:21   
updated with source code...

still open to any suggestions on things to add....
_________________


-RevenG-

Raven Warriors

Joined: March 03, 2004
Posts: 2673
Posted: 2007-01-14 02:19   
Add a meteor. Or try a Volcano. Hope that works.
_________________


Kanman
Grand Admiral
Pitch Black


Joined: August 26, 2005
Posts: 1017
From: Virginia, United States
Posted: 2007-01-15 21:39   
New Version: Link

Made smaller, and thus MUCH faster and smoother. I have changed some of the rates of random actions to prevent heavy flooding and stuff, and I have added a new material (button of which is the black box on the far right). METAL! Metal conducts the lightning and guides it to the ground to a degree. it only follows paths of metal at 45 degrees or steeper.

I wont post another version until i am confident that I have completed my version of the Sand Game to my satisfaction.


[ This Message was edited by: Kanman *FC2* on 2007-01-15 21:39 ]
_________________


-RevenG-

Raven Warriors

Joined: March 03, 2004
Posts: 2673
Posted: 2007-01-16 02:21   
Much better. An option to choose background colour would be nice. Also, if you can put a name underneath the boxes. I like it though, quite fun.
_________________


BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2007-01-16 05:26   
I can't change the sands.
_________________


Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2007-01-16 05:46   
Thats pretty good.
_________________
It's gone now, no longer here...Yet still I see, and still I fear.rnrn
rnrn
DarkSpace Developer - Retired

  Goto the website of Drafell
BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2007-01-16 08:09   
Fixed my problem (curser was off). Is there anyway to speed up the stuff? Perhaps you could put a FPS multiplier or something.
_________________


Kanman
Grand Admiral
Pitch Black


Joined: August 26, 2005
Posts: 1017
From: Virginia, United States
Posted: 2007-01-16 08:22   
that is the next step in the process, Jack. I have my roommate and I are working out a way to add the concept of acceleration, but to maintain collision detection, we cant move it 2 spaces per cycle (as we may skip over a collision, so we have to work on a process of moving 1 space per number of cycles (with the fastest being 1 space per cycle). We have done some simple (2-3 particle) tests and it appears smooth to the human eye to see one moving at 1 space every 3 cycles and 1 moving every cycle. its not jerky or anything. it just looks like its moving slower.

sorry for the background color problem. I was thinking that it would make it looks like it got cloudy and stuff, but like you guys have said, and my roommate has said, it just makes some particles difficult to see. Ill work on finding better colors for it.
_________________


Legatus Immolation
Marshal

Joined: December 20, 2004
Posts: 384
Posted: 2007-01-16 10:33   
pretty impressive stuff, next well be seeing Kanman design a MMO XD
_________________


Kanman
Grand Admiral
Pitch Black


Joined: August 26, 2005
Posts: 1017
From: Virginia, United States
Posted: 2007-01-16 15:20   
lol. not likely. I havent the patience for high quality graphics. I like making things act in complex manners but making them look good along the way? Not my forte'.
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