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Topic: Generation of cards

I write game in 2 for own pleasure. I want to understand as to create a card  Diablo and PoE. What algorithms are applied for this purpose? How achieve "passableness" and how fix some elements like certain structures or  places?

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Re: Generation of cards

Hello, Mishka, you wrote: M> I Write game in 2 for own pleasure. I want to understand as to create a card  Diablo and PoE. What algorithms are applied for this purpose? How achieve "passableness" and how fix some elements like certain structures or  places? http://www.mapeditor.org/ the notification message on mail, therefore such fast response unexpectedly did not come

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Re: Generation of cards

Hello, neFormal, you wrote: F> Hello, Mishka, you wrote: M>> I Write game in 2 for own pleasure. I want to understand as to create a card  Diablo and PoE. What algorithms are applied for this purpose? How achieve "passableness" and how fix some elements like certain structures or  places? F> http://www.mapeditor.org/ F> the notification message on mail unexpectedly did not come, therefore such fast response I passed by it. At first sight did not understand that it. Thanks, I will look. Meanwhile closed up  ellular utomata with flood fill for check, for initial level goes.

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Re: Generation of cards

Hello, Mishka, you wrote: M> I passed by it. At first sight did not understand that it. Thanks, I will look. Meanwhile closed up  ellular utomata with flood fill for check, for initial level goes. For 2D it most that. There it is possible to draw cells. It is possible to cut the necessary piece that cells beautifully passed each other from your texture. It is possible to do the active areas through local objects. The only thing that at me to unwinding did not turn out is an assembly of high-grade level with  NPC. It is necessary to leave labels, and then on them to add already. And here in large 3D  the card already gathers, quite often, in the 3D-editor because editors of levels who do to engines, are not always convenient . The active areas, objects and other are already hung in the editor of levels.

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Re: Generation of cards

Hello, neFormal, you wrote: F> Hello, Mishka, you wrote: M>> I passed by it. At first sight did not understand that it. Thanks, I will look. Meanwhile closed up  ellular utomata with flood fill for check, for initial level goes. F> for 2D it most that. F> there it is possible to draw cells. It is possible to cut the necessary piece that cells beautifully passed each other from your texture. F> it is possible to do the active areas through local objects. F> the only thing that at me to unwinding did not turn out is an assembly of high-grade level with  NPC. It is necessary to leave labels, and then on them to add already. F> and here in large 3D  the card already gathers, quite often, in the 3D-editor because editors of levels who do to engines, are not always convenient . F> the active areas, objects and other are already hung in the editor of levels. Of 100 % are precisely necessary to me  cards. ellular utomata creates the big spaces without special passages (me for wood area just). Then there are everyones  for creation of "rooms" with the subsequent connection  (cities, vaults). This can be found all in an Internet. Here where to get  which in Diable 3 use? There something like undertakes 2 points, incorporate on any path, then add branches and vua-lja, the vault is ready. I so understand this editor helps to pick up sprites with which big  a card to paint? It would be in a subject. I will give to the artist on maintenance

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Re: Generation of cards

Hello, Mishka, you wrote: M> I so understand this editor helps to pick up sprites with which big  a card to paint? It would be in a subject. I will give to the artist on maintenance then it is necessary to understand with its format. He there writes to xml-files as whence cut off. Whether and arrangement  packs in base64 that. But  cards is the last century! With them due quality at the good drawing is difficult for achieving. Especially with  objects/zones/characters.

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Re: Generation of cards

Hello, Mishka, you wrote: M> I Write game in 2 for own pleasure. I want to understand as to create a card  Diablo and PoE. What algorithms are applied for this purpose? How achieve "passableness" and how fix some elements like certain structures or  places? Algorithm very simple: you build parametric function which generates a card and you submit to it  on an input.

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Re: Generation of cards

Hello, neFormal, you wrote: F> but  cards is the last century! With them due quality at the good drawing is difficult for achieving. Especially with  objects/zones/characters. I really estimate the chances, washing  - 1 person the Excellent drawing to me does not shine in an any way (the artist games not  earlier). So I am more on mechanics I lean. Cards  - the task decided and for this purpose that I want the extremely necessary. Criticize idea. We assume the automatic machine  a binary card 100 on 100. 0 - the empty seat, 1 - is occupied (not passably).  it so that 2-4 places on a card will be precisely achievable. Now . As I understand we begin with elementary 0 - a grass, 1 - a wall. Further 0 is already a grass, road, and so forth transited. 1 - a wall, stones, avenue not transited. Further it is more interesting, we collect library of any pictures in different measurements N on M. The task to fill 0 - "passable" pictures, 1 - not transited and so that any sense was. In this case the problem is as them beautifully to join. I correctly understand or there are other variants?

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Re: Generation of cards

Hello, pestis, you wrote: P> Hello, Mishka, you wrote: M>> I Write game in 2 for own pleasure. I want to understand as to create a card  Diablo and PoE. What algorithms are applied for this purpose? How achieve "passableness" and how fix some elements like certain structures or  places? P> algorithm very simple: you build parametric function which generates a card and you submit to it  on an input. How to construct "parametric function which generates a card"?

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Re: Generation of cards

Hello, Mishka, you wrote: F>> but  cards is the last century! With them due quality at the good drawing is difficult for achieving. Especially with  objects/zones/characters. M> I really estimate the chances, washing  - 1 person the Excellent drawing to me does not shine in an any way (the artist games not  earlier). So I am more on mechanics I lean. Cards  - the task decided and for this purpose that I want the extremely necessary. Well, here all depends on singularities . Simply, if there is a plot, passage singularities, etc. it is better to collect most. Especially on time  there will be the same. Especially you...,  to turn quality it is not necessary. Other variant -  cards that then from them to select more nice and to finish a file. M> criticize idea. We assume the automatic machine  a binary card 100 on 100. 0 - the empty seat, 1 - is occupied (not passably).  it so that 2-4 places on a card will be precisely achievable. Binary cards on a difficult landscape do not work. It is necessary more than the data on one . And if NPC you will store in a card, it still additional . M> As I understand we begin with elementary 0 - a grass, 1 - a wall. M> further 0 is already a grass, road, and so forth transited. 1 - a wall, stones, avenue not transited. If there are subject locations (wood, a cave, a vault, a hell), that, 1, it is necessary to make some dial-ups of a drawing, and, 2 to specify on , to what type they belong. And that the rock, a wall, the river and a lava are different variants of impassable places. And the lava can even be made transited for  sufferings of the player. M> further it is more interesting, we collect library of any pictures in different measurements N on M. The task to fill 0 - "passable" pictures, 1 - not transited and so that any sense was. In this case the problem is as them beautifully to join. The most difficult here,  to make adequate roads/footpaths. And if they are not present, it is possible though   different types of surfaces, and then round them to smooth suitable intermediate . In most  anything difficult is not present. It is necessary only  (or to cut as in tiled) the intermediate pieces. As a result between, for example, pure earth and a pure grass you will have one transitive . And for this purpose it is necessary to be defined, how many percent each surface on transitive  will occupy. And to adhere to the selected style in all remaining. It is possible to find different variants . Yes though: http://www.gamedev.ru/code/articles/levelgen1 and in their Google full.

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Re: Generation of cards

Hello, pestis, you wrote: M>> I Write game in 2 for own pleasure. I want to understand as to create a card  Diablo and PoE. What algorithms are applied for this purpose? How achieve "passableness" and how fix some elements like certain structures or  places? P> algorithm very simple: you build parametric function which generates a card and you submit to it  on an input. For this purpose, what to generate cards it would be necessary to write function which generates cards.

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Re: Generation of cards

Hello, Mishka, you wrote: M> I Write game in 2 for own pleasure. I want to understand as to create a card  Diablo and PoE. What algorithms are applied for this purpose? How achieve "passableness" and how fix some elements like certain structures or  places? Here it is possible to look: http://www.cr31.co.uk/stagecast/wang/blob.html