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Aaron Krondelo
Not if it's a bullet hell lol.
2そうだね
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Aaron Krondelo
Oops you're right, and I just thought you were funny. I meant no harm!
0そうだね
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Aaron Krondelo
Wow you mo||on. lol!
3そうだね
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Aaron Krondelo
Heck y3ah! Hanzo is a genius.
1そうだね
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Aaron Krondelo
Perimeter?SMH
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Aaron Krondelo
Mind you I've hardly used Litterbox, but I think thats the way to do it. More measures usually means longer I think.
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Aaron Krondelo
Click on the top left (pattern arrangement). Try messing with these, I'm not sure which one helped but I got it to 10 seconds, not sure of the memory limitations but, with this many patterns at 10 seconds each, you should be able to play them all sequentially somehow. That would put you over 1 minute.
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Aaron Krondelo
That's simply because programming jump physics isn't easy. There is also a little platformer made by 12me21, it's pretty good and has good jump physics. You play as a green block.
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Aaron Krondelo
My two ship designs, the top one isn't finished but it's getting there. I still need more ship designs if you want/could help!
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Aaron Krondelo
@Blastoise You can reduce your code with AND. IF A==0 AND R==0 THEN: Sometimes I prefer nested IF statements though.
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Aaron Krondelo
Yeah no, original projects only.
1そうだね
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Aaron Krondelo
The Sans is a lie.
0そうだね
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Aaron Krondelo
This is the way I do it for the sake of simplicity. Was trying to do it all in a triple nested loop but couldn't figure it out.
0そうだね
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Aaron Krondelo
Cool. Messing around with grids.
3そうだね
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Aaron Krondelo
Someone already made it. SBS\
1そうだね
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返信[42]
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Aaron Krondelo
...That's what I said.
0そうだね
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返信[29]
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Aaron Krondelo
Hopefully that makes sense to you, and take my advice with a grain of salt. I've never actually studied procedural gen, that's just my presumption of how it works in general.
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返信[28]
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Aaron Krondelo
Sorry, what I meant was for larger sections.. a better example would be biomes. Determining the rules for adjacent blocks is fairly simple, but determining rules for large sections of blocks will be much more complicated and I can't think how you would do it without algorithms that can average areas.
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返信[27]
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Aaron Krondelo
That is only the very basics though, on a larger scale you likely need algorithms for larger sections. These rules will define things like: If there is a body of water, no land will be generated on top, or things like defining mountains.
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返信[26]
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Aaron Krondelo
I think the general idea is to create rules which allow or deny certain aspects to be created. Meaning you will need variables to use as ID's for each specific element. (A tree, a block of dirt, grass, ect.) So, you will use RND, but then you need to use your rules to determine what can/will be placed next to it. On a grid that will be either 4 sides, or 8 including adjacent tiles.
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