Forgotten Beast

hurufu
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Forgotten Beast

by hurufu » Mon Dec 26, 2011 22:28

Inspired by Dwarf Fortress. Random mobs they are made of different body parts merged into one tile.
Breaf proof of concept screenshots (sorry, I'm very bad in painting).
UPDATE: Changed texture shapes.
ImageImageImage
Old screenshots can be found here:
http://piccy.info/view3/2410932/bed914b0e41c3df5667b989ca1c56d5d/
http://piccy.info/view3/2410934/52ec966519e95f9b8866a7fd20691616/
http://piccy.info/view3/2410935/649b489d763f15201d2850274a32db93/
Last edited by hurufu on Tue Dec 27, 2011 10:45, edited 1 time in total.
 

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Jordach
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by Jordach » Mon Dec 26, 2011 23:19

Please tell us the download link, we want try this!

And also do they do damage??

EDIT: You do have good drawing skills, I could not do that.

EDIT2: Cool idea!!
Last edited by Jordach on Mon Dec 26, 2011 23:22, edited 1 time in total.
viewtopic.php?f=10&t=19056 Solar Plains Dev Server
 

hurufu
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by hurufu » Mon Dec 26, 2011 23:28

It was a very quick work, only to show it could be done. They currently don't damage user, spawns at the surface and are quite ugly. If this idea is worth doing (i'm currently thinking about it), i'll continue my work. Also it was written in C++, because I write faster in C++, not in Lua.

EDITED: I'll think how to make it in Lua.
Last edited by hurufu on Mon Dec 26, 2011 23:29, edited 1 time in total.
 

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by Jordach » Mon Dec 26, 2011 23:42

And I do believe that LUA is almost the same as CPP Anyway.

EDIT: They should come out at night. Not day. :)

EDIT2: UGLY?!? Have you seen the Dungeon Master? That looks like Bigfoot or something.

EDIT3: Have you thought about putting your help to develop this? Celeron could do with the help.
Last edited by Jordach on Mon Dec 26, 2011 23:47, edited 1 time in total.
viewtopic.php?f=10&t=19056 Solar Plains Dev Server
 

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by sapier » Mon Dec 26, 2011 23:57

Lua isn't exactly the same as c but if you're a skilled c/c++ programmer you'll be able to learn lua really fast.

have a look at the animals mod (written by me), the movement generator there might be a starting point for adding attack abilitys too.

I already thought about creating unfriendly animals.

But by now I miss an algorithm spawning animals on surface, if I got it right you do have sort of it?
Last edited by sapier on Mon Dec 26, 2011 23:58, edited 1 time in total.
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hurufu
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by hurufu » Tue Dec 27, 2011 00:27

sapier wrote:have a look at the animals mod (written by me), the movement generator there might be a starting point for adding attack abilitys too.

Thanks, I'll look to your code.
sapier wrote:But by now I miss an algorithm spawning animals on surface, if I got it right you do have sort of it?

I am using deprecated method: add_legacy_abms(). It's hardcoded and I don't know even if it's possible to make with current API.
 

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xyz
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by xyz » Tue Dec 27, 2011 03:56

You could do same in LUA by using entities (and on_step function for moving). Dunno how to make random parts automatically merged into one enemy.
 

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by mcburgerbob » Tue Dec 27, 2011 04:02

Jordach wrote:And I do believe that LUA is almost the same as CPP Anyway.

EDIT: They should come out at night. Not day. :)

EDIT2: UGLY?!? Have you seen the Dungeon Master? That looks like Bigfoot or something.


no it looks like a big poo thing... lol
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Hackeridze
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by Hackeridze » Tue Dec 27, 2011 04:40

Try on_generate and add_entitY
Last edited by Hackeridze on Tue Dec 27, 2011 04:42, edited 1 time in total.
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by sapier » Tue Dec 27, 2011 08:50

the problem is not how to add an entity on generation but to add it ON SURFACE
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by Hackeridze » Tue Dec 27, 2011 09:20

sapier wrote:the problem is not how to add an entity on generation but to add it ON SURFACE

abm + add_entity
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by hurufu » Wed Dec 28, 2011 16:06

xyz wrote:Dunno how to make random parts automatically merged into one enemy.

It is quite simple. Textures may be named as:
Code: Select all
body_1.png  and  arms_1.png  and  head_1.png
body_2.png       arms_2.png       head_2.png
 ⋮                ⋮                ⋮
body_n.png       arms_n.png       head_n.png

After that, pseudocode may be similar to:
Code: Select all
a,b,c = math.random(1,n)
image = "body_"..a..".png^arms_"..b..".png^head_"..c..".png"
Last edited by hurufu on Wed Dec 28, 2011 16:07, edited 1 time in total.
 

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by Dragonop » Sat Nov 03, 2012 21:59

I WHANT DOWNLOAD!
If you have any pending matters with me, I encourage you to contact me via e-mail or PM. I still lurk from the shadows and very much care about the Minetest project. Sadly I have not been involved for the past years but I still look back fondly on the time I spent in your company.
If you are checking my profile, it's probably because of something.

It's "Drag" for the friends.

https://forum.minetest.net/download/file.php?id=4472
 

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by Topywo » Sun Nov 04, 2012 00:50

I don't think that download will come. I actually liked the idea and the images.

I don't mind you going through the very old mods (or never finished mods) and reviving the most interesting threads. They might inspire modmakers.
 

cornernote
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by cornernote » Sun Nov 04, 2012 01:24

if someone makes images like this either myself or some other mod-maker will code it into a working mod.
 

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by sysedit » Sun Nov 04, 2012 08:58

Please do this in C++. Lua produces so much overhead and forces you to waste a lot of resources so that you run into a lot of resource and scalability issues.
 

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by cornernote » Sun Nov 04, 2012 09:40

I doubt any mobs will be implemented directly into c++
 

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by sysedit » Sun Nov 04, 2012 09:43

cornernote wrote:I doubt any mobs will be implemented directly into c++


Interesting. Do you like to elaborate on why this is so?
 

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by cornernote » Sun Nov 04, 2012 09:57

Mobs were taken out of c++ when the Lua modding API was added. They were replaced by hooks, so that Lua code could define the c++ objects. I assume that because of all that effort, the way forward is not to code directly in c++, but code "hooks" in the c++ and then call those hooks using Lua.
 

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by sysedit » Sun Nov 04, 2012 10:32

cornernote wrote:Mobs were taken out of c++ when the Lua modding API was added. They were replaced by hooks, so that Lua code could define the c++ objects. I assume that because of all that effort, the way forward is not to code directly in c++, but code "hooks" in the c++ and then call those hooks using Lua.


All that I can say is that the current mobs are wasting a lot of resources and make my server crash.
 

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by Dragonop » Sun Nov 04, 2012 22:25

Download Download!
If you have any pending matters with me, I encourage you to contact me via e-mail or PM. I still lurk from the shadows and very much care about the Minetest project. Sadly I have not been involved for the past years but I still look back fondly on the time I spent in your company.
If you are checking my profile, it's probably because of something.

It's "Drag" for the friends.

https://forum.minetest.net/download/file.php?id=4472
 

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by Mihobre » Wed Mar 20, 2013 09:59

Please finish this!
I wanna fly!!!
I wanna have feathery wings of silver, blue, and white!!!
I wanna soar high and touch the sky!!!
I wanna fly!!!
 

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Calinou
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by Calinou » Wed Mar 20, 2013 11:14

The first post was last edited "by hurufu 2011-12-27 11:45:06".
So no, it's probably dead.
 

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Re:

by wilkgr76 » Sun Mar 13, 2016 08:24

Calinou wrote:The first post was last edited "by hurufu 2011-12-27 11:45:06".
So no, it's probably dead.

Darn... :(
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Re: Forgotten Beast

by Sokomine » Thu Mar 17, 2016 02:49

wilkgr76 wrote:Darn... :(

I doubt it would look good in current MT. After all we have 3d mobs now - and composing those of random parts won't be so easy. On the other hand, some mob mods still support 2d mobs, and merging diffrent textures into one is pretty easy in the game. So...if you'd create such textures, it might still be possible. 2d mobs are scary anyway - especially when seen from the side :)
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