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Forgotten Beast

PostPosted: Mon Dec 26, 2011 22:28
by hurufu
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/

PostPosted: Mon Dec 26, 2011 23:19
by Jordach
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!!

PostPosted: Mon Dec 26, 2011 23:28
by hurufu
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.

PostPosted: Mon Dec 26, 2011 23:42
by Jordach
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.

PostPosted: Mon Dec 26, 2011 23:57
by sapier
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?

PostPosted: Tue Dec 27, 2011 00:27
by hurufu
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.

PostPosted: Tue Dec 27, 2011 03:56
by xyz
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.

PostPosted: Tue Dec 27, 2011 04:02
by mcburgerbob
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

PostPosted: Tue Dec 27, 2011 04:40
by Hackeridze
Try on_generate and add_entitY

PostPosted: Tue Dec 27, 2011 08:50
by sapier
the problem is not how to add an entity on generation but to add it ON SURFACE

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

abm + add_entity

PostPosted: Wed Dec 28, 2011 16:06
by hurufu
xyz wrote:Dunno how to make random parts automatically merged into one enemy.

It is quite simple. Textures may be named as:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
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:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
a,b,c = math.random(1,n)
image = "body_"..a..".png^arms_"..b..".png^head_"..c..".png"

PostPosted: Sat Nov 03, 2012 21:59
by Dragonop
I WHANT DOWNLOAD!

PostPosted: Sun Nov 04, 2012 00:50
by Topywo
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.

PostPosted: Sun Nov 04, 2012 01:24
by cornernote
if someone makes images like this either myself or some other mod-maker will code it into a working mod.

PostPosted: Sun Nov 04, 2012 08:58
by sysedit
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.

PostPosted: Sun Nov 04, 2012 09:40
by cornernote
I doubt any mobs will be implemented directly into c++

PostPosted: Sun Nov 04, 2012 09:43
by sysedit
cornernote wrote:I doubt any mobs will be implemented directly into c++


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

PostPosted: Sun Nov 04, 2012 09:57
by cornernote
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.

PostPosted: Sun Nov 04, 2012 10:32
by sysedit
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.

PostPosted: Sun Nov 04, 2012 22:25
by Dragonop
Download Download!

PostPosted: Wed Mar 20, 2013 09:59
by Mihobre
Please finish this!

PostPosted: Wed Mar 20, 2013 11:14
by Calinou
The first post was last edited "by hurufu 2011-12-27 11:45:06".
So no, it's probably dead.

Re:

PostPosted: Sun Mar 13, 2016 08:24
by wilkgr76
Calinou wrote:The first post was last edited "by hurufu 2011-12-27 11:45:06".
So no, it's probably dead.

Darn... :(

Re: Forgotten Beast

PostPosted: Thu Mar 17, 2016 02:49
by Sokomine
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 :)

Re: Forgotten Beast

PostPosted: Thu Mar 17, 2016 11:01
by wilkgr76
Sokomine wrote:
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 :)

Still, it still looks awesome... And I agree, it's very freaky when the mobs just APPEARED..

Re: Forgotten Beast

PostPosted: Sat Apr 09, 2016 12:07
by azekill_DIABLO
nice mod!!!!

Re: Forgotten Beast

PostPosted: Sat Apr 09, 2016 17:57
by MineYoshi
Do you have in mind...

This post is from December of 2011?
That mod is very old and at least don't exist the site to download it...

Re: Forgotten Beast

PostPosted: Sun Apr 10, 2016 11:49
by azekill_DIABLO
it's always a nice mod!! :D

Re: Forgotten Beast

PostPosted: Sun Apr 10, 2016 19:32
by MineYoshi
azekill_DIABLO wrote:it's always a nice mod!! :D

Simply it don't exist, maybe is a good one, but there isn't a way to test it out!