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  #1  
Old 12-28-2005, 08:43 PM
Rick Rick is offline
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http://www.graal.us/tools/generatelevels.html
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  #2  
Old 12-28-2005, 08:44 PM
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Old 12-28-2005, 08:47 PM
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Old 12-28-2005, 08:57 PM
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Does it just create a block of all-grass levels with a .gmap file included? I can't see what it makes because I'm on Mac OS X and Stefan is too lazy to port the level editor.

What do the Center X/Y variables do?
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Old 12-28-2005, 09:58 PM
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Quote:
Originally Posted by haunter
Does it just create a block of all-grass levels with a .gmap file included? I can't see what it makes because I'm on Mac OS X and Stefan is too lazy to port the level editor.

What do the Center X/Y variables do?
Yes, it generates a blank set of levels using my coordinate system (hence the center x/y).
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Old 12-28-2005, 11:44 PM
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Useless? That's useful
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  #7  
Old 12-29-2005, 03:02 AM
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Quote:
Originally Posted by Rick
Yes, it generates a blank set of levels using my coordinate system (hence the center x/y).
Ahh, I see. Your system is a bit wonky though. I think it would've worked better if you use the numbers for positive values, but letters for negative values... This is just me being picky though.

Example:

Quadrant 1: 0,0
Quadrant 2: a,0
Quadrant 3: a,a
Quadrant 4: 0,a
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Old 12-29-2005, 05:57 AM
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Quote:
Originally Posted by haunter
Ahh, I see. Your system is a bit wonky though. I think it would've worked better if you use the numbers for positive values, but letters for negative values... This is just me being picky though.

Example:

Quadrant 1: 0,0
Quadrant 2: a,0
Quadrant 3: a,a
Quadrant 4: 0,a
That is how it works. I think what you're getting at is that my system doesn't follow a traditional graph, which I'll admit is true.
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Old 12-29-2005, 06:19 AM
haunter haunter is offline
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Quote:
Originally Posted by Rick
That is how it works. I think what you're getting at is that my system doesn't follow a traditional graph, which I'll admit is true.
Yes, that is what I was refering to.

Does the sort of graph that you chose to base your system off of have a name? Did you have a reason to not use a traditional graph? I'm just curious.
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Old 12-29-2005, 12:01 PM
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Possibley so you can expand it in any direction as you please? As opposed to simply expanding right and top.

Say like you had a town on the left of the map, and you wanted some more grass/forest/what ever there, then on a traditional graph, you'd have to move everything right by how much space you want on the left, but with Rick's graph, you can expand it in any direction without having to move anything.
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  #11  
Old 12-29-2005, 12:41 PM
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Quote:
Originally Posted by haunter
Yes, that is what I was refering to.

Does the sort of graph that you chose to base your system off of have a name? Did you have a reason to not use a traditional graph? I'm just curious.
Well, traditional Graal levels go that way, at least from the level generator.
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  #12  
Old 12-29-2005, 04:40 PM
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That is neat.
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  #13  
Old 12-30-2005, 12:46 AM
haunter haunter is offline
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Quote:
Originally Posted by Codein
Possibley so you can expand it in any direction as you please? As opposed to simply expanding right and top.

Say like you had a town on the left of the map, and you wanted some more grass/forest/what ever there, then on a traditional graph, you'd have to move everything right by how much space you want on the left, but with Rick's graph, you can expand it in any direction without having to move anything.
I get that. And I think it's a great idea to name levels in a 4 quadrant grid rather than just a 1 quadrant grid... My question was why did he use a different type of 4 quadrant graph.
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  #14  
Old 12-30-2005, 12:48 AM
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Quote:
Originally Posted by Rick
Well, traditional Graal levels go that way, at least from the level generator.
Really? I thought they only had one quadrant, and they followed the naming style of the 3rd quadrant in your system... Hrm.
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