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  Procedural 2d Pixel Vessels / Asteroids / Space Stations  (Read 4921 times)
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Offline andybennett
« Posted 2013-07-16 22:02:40 »

Thought I would update the main page, have done allot of refinement on the generated assets so that I can finally move onto using this in a game - see below...







Source Code - https://github.com/andybennett/Procedural2DPixelAssetsFactory

Asset Manager
Right click > Regenerate (Will randomly create X no of assets based on selected tab - all existing assets on the selected tab will be lost)
Right click on asset > Save as PNG (Will output the selected asset as a PNG (raw un-blurred version and finished version) in the same folder as the jar file)
Right click on asset > Save as XML (Will output the selected asset in XML format)

Double click on an asset to bring up the pixel editor (you can tweak the pixels using left and right clicks)

Asset Manager Jar https://dl.dropboxusercontent.com/u/36532713/Procedural2DPixelAssetsManager/Procedural2DPixelAssetManager.jar
Offline Longarmx
« Reply #1 - Posted 2013-07-16 23:20:48 »

Wow!  Grin Looks really cool. I will definitely use those of these in my game. If it's okay of course.  Wink

Online Mac70
« Reply #2 - Posted 2013-07-16 23:31:38 »

Small ships are looking really good, almost like "hand-drawn" ships.

There is still something to do with bigger ships - many of them don't look too natural.

What about asymmetrical and wide ships?

Check out my Devblog! Smiley
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Offline Pilldom

Senior Newbie


Projects: 1



« Reply #3 - Posted 2013-07-16 23:53:37 »

Very impressive. I might take a look at your code to give me an idea of procedural terrain generation possibly. Or anything else I could maybe think of.
Offline tyeeeee1
« Reply #4 - Posted 2013-07-17 00:39:51 »

Interesting, the ships remind me of those from Stargate and Battlestar Galactica .
Offline JESTERRRRRR

Senior Member


Medals: 7
Exp: 1 year



« Reply #5 - Posted 2013-07-17 01:23:15 »

Those look amazing nice work GJ
Offline andybennett
« Reply #6 - Posted 2013-07-17 06:31:48 »

Wow!  Grin Looks really cool. I will definitely use those of these in my game. If it's okay of course.  Wink

go for it  Smiley will likely be making some improvements soon so keep an eye on the repo
Offline andybennett
« Reply #7 - Posted 2013-07-17 06:36:07 »

Small ships are looking really good, almost like "hand-drawn" ships.

There is still something to do with bigger ships - many of them don't look too natural.

What about asymmetrical and wide ships?

First thing to sort out is the flat areas on the larger ships need to get some noise in there which should make them look a lot better - so far only been concentrating on symmetrical ships but the code that generates the basic shape is very adaptable so asymmetrical and wide ships should be possible.
Offline andybennett
« Reply #8 - Posted 2013-07-17 06:58:39 »

Very impressive. I might take a look at your code to give me an idea of procedural terrain generation possibly. Or anything else I could maybe think of.

The generation process is very simple its manipulating the shape you have generated which takes time. Experiment with the code and see what you can come up with. I have done a few experiments and creating random caverns, land masses etc have been possible with some code tweaks.
Offline andybennett
« Reply #9 - Posted 2013-07-18 05:18:44 »

Working on filling in some of the flat areas... first attempt, what do you think?

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Offline Grunnt

JGO Wizard


Medals: 68
Projects: 8
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Complex != complicated


« Reply #10 - Posted 2013-07-18 08:09:40 »

Pretty awesome style, I like it. I guess the challenge for some of these vessels may be to make it look a bit less "organic".

Offline Vermeer

JGO Coder


Medals: 16



« Reply #11 - Posted 2013-07-18 09:42:23 »

I like this Idea, looks great, the pictures are so suggestive of things!
Creatures, spaceships, building plans... excellent.
Offline jonjava
« Reply #12 - Posted 2013-07-18 13:55:13 »

Never seen anything like this done with procedural generation, very cool!

Offline andybennett
« Reply #13 - Posted 2013-07-18 17:11:07 »

Bit more work done on this - kind of happy where I'm at. Going to start seeing about using this in a hex based game similar to full thrust etc...





and some big ones...


Offline andybennett
« Reply #14 - Posted 2013-07-18 19:58:58 »

Some red tinted ones

Offline andybennett
« Reply #15 - Posted 2014-03-09 18:58:56 »

Thought I would post the progress made with my procedurally generated 2d vessels.

Source - https://github.com/andybennett/ajbVesselGeneratorFactory

Offline Drenius
« Reply #16 - Posted 2014-03-09 19:23:21 »

Somebody will tell you to merge this with your former thread...
Offline opiop65

JGO Kernel


Medals: 154
Projects: 7
Exp: 3 years


JumpButton Studios


« Reply #17 - Posted 2014-03-09 19:24:36 »

What former thread?

Looks amazing OP, very cool indeed Smiley

Offline Drenius
« Reply #18 - Posted 2014-03-09 19:25:47 »

Quote
What former thread?
This one.


Looks nice btw.
Offline Jimmt
« League of Dukes »

JGO Kernel


Medals: 131
Projects: 4
Exp: 3 years



« Reply #19 - Posted 2014-03-09 19:32:54 »

Merged and unlocked.
Offline lcass
« Reply #20 - Posted 2014-03-09 19:35:10 »

I must say these look epic. I think they would go great for the kind of "The ship is a living thing" games.
Offline Drenius
« Reply #21 - Posted 2014-03-09 19:36:40 »

Agree.
You should find a way to smooth them after generation for other kinds...
Offline RobinB

JGO Ninja


Medals: 44
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Spacegame in progress


« Reply #22 - Posted 2014-03-09 19:57:57 »

Very nice!
Cool to see the progress you have made since last year.
Offline Longarmx
« Reply #23 - Posted 2014-03-09 23:37:44 »

These look so cool! I'm glad to see the progress that you have made.

Offline Grunnt

JGO Wizard


Medals: 68
Projects: 8
Exp: 5 years


Complex != complicated


« Reply #24 - Posted 2014-03-10 07:25:11 »

You know, seeing these things makes me want to fly them. Have you given any thought towards deriving flight characteristics from these shapes? E.g. every pixel = a certain amount of mass making the ship more sluggish to move.

Offline andybennett
« Reply #25 - Posted 2014-03-10 07:37:57 »

Merged and unlocked.

Thanks Jimmit
Offline andybennett
« Reply #26 - Posted 2014-03-10 07:57:10 »

You know, seeing these things makes me want to fly them. Have you given any thought towards deriving flight characteristics from these shapes? E.g. every pixel = a certain amount of mass making the ship more sluggish to move.

That's kind of the plan the mass will be determined on size then you can design the ship by adding shields, armour, engines, modules, cargo bays, fighter bays and weapons etc each will take up a certain amount of mass (think full thrust style).

At the moment though I am just concentrating on getting the asset's to look right - going to move onto generating asteroids, gas clouds and then space stations. Don't get allot of time however so progress is very slow!

Also plan to be able to design / modify the ships on the fly (think simple pixel editor) so that you can remove bits you don't like fill in gaps or completely change it.
Offline andybennett
« Reply #27 - Posted 2014-03-10 07:59:36 »

Agree.
You should find a way to smooth them after generation for other kinds...

If I'm understanding correctly then this is possible as the generation and rendering logic are completely separate - check out the source.
Offline Grunnt

JGO Wizard


Medals: 68
Projects: 8
Exp: 5 years


Complex != complicated


« Reply #28 - Posted 2014-03-10 08:09:36 »

Take your time  Wink The plan sounds great and speed is not so much of the essence these days, heh.

Offline Zarkonnen

Senior Member


Medals: 7
Projects: 3



« Reply #29 - Posted 2014-03-10 09:05:19 »

OK, these look like my fever dreams. In a good way, I think.
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