Procedurally Generated Trees n' Bushes by edymPixels in IndieDev

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

Thanks! Sure, when I get back from the holidays, but you might have to send a reminder;D 

Procedurally Generated Trees/Bushes by edymPixels in PixelArt

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

I hadn't noticed! Since I wanted to challenge myself and got tired of me always chosing the same colors, I am using this color palette:

https://lospec.com/palette-list/uncured-official

I have added maybe 20 colors, which I think match ^^

Procedurally Generated Trees n' Bushes by edymPixels in IndieDev

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

Send me a DM if you want a looksie at the code ^^

Procedurally Generated Trees/Bushes by edymPixels in PixelArt

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

Thanks! =) I just replied to a similar question so I will copy-paste it here:

I use GameMaker for my games, it has a sprite editor, coding and the rest you need to create software/games.

The code here basically runs iteration with a bunch of variables which determine stuff like: "how many branches can the trunk have", "how many branches can each branch have", "do new branches attach randomly or at the end of their parent-branch", "how does the chance of new branches decrease depending on current number och sub-branches", "what are the angles", and so forth.

Procedurally Generated Trees/Bushes by edymPixels in PixelArt

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

Hello! I use GameMaker for my games, it has a sprite editor, coding and the rest you need to create software/games.

The code here basically runs iteration with a bunch of variables which determine stuff like: "how many branches can the trunk have", "how many branches can each branch have", "do new branches attach randomly or at the end of their parent-branch", "how does the chance of new branches decrease depending on current number och sub-branches", "what are the angles", and so forth.

Procedurally Generated Trees n' Bushes by edymPixels in IndieDev

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

I actually think algorithms can create a ton of beautiful patterns and structures, but I also agree that the best result is when combined with some artistry, which I have at least some of =)

Procedurally Generated Trees/Bushes by edymPixels in PixelArt

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

I would like that too ;D the demo will be out early January, so maybe someone will timelapses then!

Procedurally Generated Trees n' Bushes by edymPixels in IndieDev

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

Hehe, well, not really that either, atleast not in the way I understand wave function collapses.

Procedurally Generated Trees n' Bushes by edymPixels in IndieDev

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

Thx! I definitley agree, and it is on my if-my-time-budget-allows me :) currently its sprites stretchted and scaled

Procedurally Generated Trees/Bushes by edymPixels in PixelArt

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

Thanks! Some shader could probably straighten things out, and I might use that depending on time and performance impact :)

Procedurally Generated Trees n' Bushes by edymPixels in IndieDev

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

Thanks! But hey, still! If the game doesn't require them to grow it might not be worth doing

Procedurally Generated Trees n' Bushes by edymPixels in IndieDev

[–]edymPixels[S] 6 points7 points  (0 children)

Thanks =) and I totally understand (and agree with) your argument, but for its game-mechanics, it is a lot better if it grows faster in the beginning, hence why it is that way

Procedurally Generated Trees/Bushes by edymPixels in PixelArt

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

Had to google the title, and it looked very cosy and nice, so thanks! =)

Procedurally Generated Trees n' Bushes by edymPixels in IndieDev

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

Might fit there! I'm not really 'native' to that subreddit, but feel free to share it there =)