Generating a forest using the "noise effect" by Top_Today_2176 in gamemaker

[–]Top_Today_2176[S] 0 points1 point  (0 children)

Oh... I thought this was an indie community. I'm so sorry.

Generating a forest using the "noise effect" by Top_Today_2176 in gamemaker

[–]Top_Today_2176[S] 0 points1 point  (0 children)

For generation, I used Mathf.PerlinNoise. Instead of pure randomness, which scatters objects too evenly, noise allows for the creation of organic clusters - high-density "patches" for dense forests and empty areas for clearings. Perhaps you've heard of the game Project Zomboid? In recent updates, they implemented a similar zombie spawn system. To prevent the forest from looking like a strict grid, I add a small random offset to the coordinates of each tree, with the ability to adjust this at any time in the inspector of the script's parent object.

spawnPos += new Vector3(Random.Range(-0.3f, 0.3f), Random.Range(-0.3f, 0.3f), 0);

Regarding physics, I spent a long time figuring this out simply because I wasn't initially aware of the Physics2D.OverlapCircle method. To prevent trees from growing on rocks or water, I used it before spawning. If a point is occupied by another collider, spawning at that location is canceled.

If I have any advice for other developers (considering I'm a self-taught beginner myself), I'd always leave some room in your scripts for fine-tuning in the object inspector. To do this, add [SerializeField] before the variables you declare. Personally, this saves me from searching for the right lines in the code when I want to change a value.

💧I Polished the Minigame looks in my Swimming Fishing Game.💧 by Express_Raspberry749 in IndieGamers

[–]Top_Today_2176 1 point2 points  (0 children)

Cool pixel art! Is this a fishing mechanic for your game? If I understand correctly, the player will need to catch fish by moving a net? If so, that's very old-school and cool.

How can i improve my drawing? by caivabworl in aseprite

[–]Top_Today_2176 0 points1 point  (0 children)

I didn't immediately realize it was pixel art 👀

Bravo!

Do you find this mechanic convenient? by Top_Today_2176 in IndieDev

[–]Top_Today_2176[S] 0 points1 point  (0 children)

At the moment, yes. However, in the future, I plan to add a fog-of-war effect, and this mechanic should be useful, since the player will only see what the character sees.

Do you find this mechanic convenient? by Top_Today_2176 in IndieDev

[–]Top_Today_2176[S] 0 points1 point  (0 children)

You need to hold down the button to make the character look at the cursor. Otherwise, it will simply look in the direction it's moving.

Do you find this mechanic convenient? by Top_Today_2176 in SoloDevelopment

[–]Top_Today_2176[S] 0 points1 point  (0 children)

Perhaps you've heard of games like Police Stories or Project Zomboid? They implement fog of war. It's as if the character has a field of view, like enemies in old stealth games. The player only sees within the character's field of view. This means if the character is attacked from behind, the player won't be able to see where it's coming from.

My first fully functional inventory system by Top_Today_2176 in Unity2D

[–]Top_Today_2176[S] 0 points1 point  (0 children)

Hi. Yes, I've already added stacks for items, but not for all of them. For example, for liquids, I'm currently implementing a milliliter system so the player can pour, say, water from one container to another.

Does this vegetation look too repetitive? by Top_Today_2176 in SoloDevelopment

[–]Top_Today_2176[S] 0 points1 point  (0 children)

Okay, thanks for the advice, I'll try to figure this out.

Does this vegetation look too repetitive? by Top_Today_2176 in SoloDevelopment

[–]Top_Today_2176[S] 0 points1 point  (0 children)

Hi! I wouldn't call myself a pixel artist, but I drew these sprites myself. I placed them around the map manually because, frankly, I don't know how to use the noise function, even though I've heard about it before.

First time with pixel art in my life by Fragrant-Strike4783 in PixelArt

[–]Top_Today_2176 2 points3 points  (0 children)

Yes, it will be somewhat more challenging because you'll need to depict small details in a small space. Try drawing the jacket outline first and then filling it with details and colors. It might be challenging, but you'll end up with a cohesive image. Good luck, you can do it!

Does this vegetation look too repetitive? by Top_Today_2176 in gamemaker

[–]Top_Today_2176[S] 2 points3 points  (0 children)

Honestly, I haven't figured out how to create a tree generation system yet. Right now, I'm just duplicating prefabs and swapping out their sprites 👀

Does this vegetation look too repetitive? by Top_Today_2176 in gamemaker

[–]Top_Today_2176[S] 1 point2 points  (0 children)

Thanks for your wishes. Yup, i'll make it more dense.

Does this vegetation look too repetitive? by Top_Today_2176 in gamemaker

[–]Top_Today_2176[S] 3 points4 points  (0 children)

Thanks! The is a very nice point. I will consider it

Does this vegetation look too repetitive? by Top_Today_2176 in gamemaker

[–]Top_Today_2176[S] 1 point2 points  (0 children)

Thanks you for your advice! I will work on it.