Posts Tagged ‘procedural generation’
When the Obilisk Commands…
Spritely – Autogenerating Sprites From The Web (Free Tool!)
Just in time for Ludum Dare #26, I’m releasing a beta of Spritely, a tool I made for autogenerating placeholder art. We have lots of tools for automatically making music (like Autotracker) or sound effects (like cfxr) – these tools are great for adding in temporary content when you’re rapidly developing a game, or for generating content that you can’t make yourself just yet (I have no musical sense, so Autotracker often comes in handy for this). Why don’t we have one for art?
Spritely is my attempt to make one! It uses image sources like Google Images, OpenClipArt and Wikimedia Commons to generate sprite-sized art automatically. It comes in three flavours – an easy-to-use GUI (which is really ugly), a command-line interface (in case you want to automate things) and a Java library (for building right into your game). Best of all, the code is public domain so you can hack it and extend it to your heart’s content.
Download links for the UI, command line, and the source code in the README on GitHub
What can you use Spritely for? Well, it’s handy for generating art to fill gaps when you’re prototyping – you don’t have to stare at coloured rectangles any more. I’m hoping lots of you will find that useful when you’re coding like crazy in a couple of weeks. But why not think more experimental?
For the #7DRL competition this year I tried to make a roguelike generate itself. One of the things I added was enemies, player icons, items and skills that had their graphics generated on-the-fly by Spritely. The player said they wanted to be a dog… or a walrus… or a trumpet… and Spritely made a picture to match. If you reduce Spritely to just searching for one or two images at a time it can do it quite quickly (not quick enough for realtime, but I’m sure you’ll find a creative way around it – in my roguelike I just searched in the background and added the icons in when they were ready).
If you use Spritely for anything, from placeholders to a new genre of games, let me know! You don’t have to, of course, but it will put a smile on my face and also let me justify spending time on making it. I want to create more tools like this that spin off from my day job (where I research techniques for automatic game design). If I get lots of feedback I can show this off to people next time the funding nightmare comes back.
Good luck in Ludum Dare 26! If you have any questions please leave them below. I’ll do my best to update Spritely when I can, but no promises – feel free to make your own extensions and fixes, the code is free!
QuadraTron presents Evolver – a game where the object is to just explore
Evolver is a game where the point is to explore the randomly generated world. Exploring the world will allow you to pick up ability points which can then be used to evolve or upgrade your character and make him better at exploring the world.
Here is a link to the game
-QuadraTron
*edit*
You may notice the instructions panel is blank, one of more than a few things that didn’t make it off of the list and into the game.
Instructions :
Camera : Mouse (lmb/rmb change how it moves around)
Movement : WASD
Esc/Return : Bring up menus
Special Powers : double press W for dash, Q for Ecolocation
There’s a whole lot more that can be done, but figure it out on your own.
-lightfromshadows
Fake Atmosphere
(This is a cross-post from my post-compo devlog.)
I’ve been playing around with different ways to fake the atmosphere of a planet in a 2D canvas context.
That’s interactive, by the way, so mess around with it (Chrome/Chromium is recommended!). Clicking on/around the planet changes the “angle” of light. You can get some pretty nifty looking results. I made this to determine what were reasonable parameter-ranges to use to generate plausible-looking planets.
The way I get the sort of “volumetric” look for the atmosphere is really simple: I just stack many semi-opaque layers of the same gradient-filled-circle over the planet, each one having a radius slightly bigger than the previous.
I actually threw this together using with a JSFiddle which you can view/hack here.
Of course, I still need to figure out how to combine this with a surface/cloud texture (procedurally generated or otherwise…).
Planet Concept #1
(This is a cross-post from my devlog on tumblr.)

This is a concept image for a procedurally-generated gas-giant-like planet in the game.
Right now, planets are rendered as a single circle filled with a radial gradient that is offset from its center. This is pretty effective for giving the illusion of a sphere, but it’s a boring non-textured sphere.
Currently what I’d need to add to the game would be an extra layer or two of inverted radial gradients for “atmosphere effects” (the blue lighting) and an overlay texture that is either canned or also procedurally-generated. When I figure out how to do this I’ll make a technical post explaining my technique.
Oh and yeah, I realize that the lighting is unrealistic — gas giants have clouds that align perpendicular to their axis of rotation, which corresponds to their axis of orbit around their star. Unless the axis of the planet got thrown off bigtime — which does occasionally happen with planets like Uranus — it doesn’t really make sense. Our camera would have to have been rotated, too.
That reminds me; while I wont be going to great lengths to make the game universe realistic, I’ll try to keep them somewhat-correct. More on that later.”/>
This is a concept image for a procedurally-generated gas-giant-like planet in the game. You probably see this dude over on the left right now, too, but I wanted to talk briefly about it.
Right now, planets are rendered as a single circle filled with a radial gradient that is offset from its center. This is pretty effective for giving the illusion of a sphere, but it’s a boring non-textured sphere.
Currently what I’d need to add to the game would be an extra layer or two of inverted radial gradients for “atmosphere effects” (the blue lighting) and an overlay texture that is either canned or also procedurally-generated. When I figure out how to do this I’ll make a technical post explaining my technique.
Oh and yeah, I realize that the lighting is unrealistic — gas giants have clouds that align perpendicular to their axis of rotation, which corresponds to their axis of orbit around their star. Unless the axis of the planet got thrown off bigtime — which does occasionally happen with planets like Uranus — it doesn’t really make sense. Our camera would have to have been rotated, too.
That reminds me; while I wont be going to great lengths to make the game universe realistic, I’ll try to keep them somewhat-correct. More on that later.











