Log In
Name:
Pass:
Online Members (0)
No members are currently online.
Current Interguild Time:
Thu Mar 28 2024 10:31 pm
Member Chat Box  [click here to enlarge]
Recent Posts and Comments
ShareThis
First of all, I've posted in other areas that the CaveList has been updated to track more information, including terrain type, water type, the presence of water, and dimensions. Today I added a couple more browsing options that take advantage of these features. You can even do searches based on the geometric area of a cave. And the CaveList also calculates the height to what it would've been when you loaded the cave in HATPC, so that means that any lines that would be cut off because they are not the right length will not add to the overall tracked height of the cave.

UPDATE: You can now filter your searches based on water types and water presence.

The CaveList even has a map generator now. It automatically shows up before it shows you the cave code in the text box, but if you have a slow internet this could really hamper your browsing speed, so I'm going to add some options for that soon. You can also use the map generator on anything you want at the Map Generator Page. And just like the Glitch Scanner, you'll find a link in the galleries that says "Generate Map", which shows up only for HATPC levels.

UPDATE: You can now turn on or off the generated map feature. Just go to any name, and click on the [Hide Maps] button on top of the map.
« Previous Post  |  Next Post »
User Comments (61)
« Back to News Page
« Forum Index < News and Announcements
«Previous | 1, 2, 3 | Next»

Yaya
[?] Karma: 0 | Quote - Link
Saturday, July 11 2009, 6:27 pm EST

Age: 28
Karma: 747
Posts: 5367
Location: Ohio (US)
pm | email
Generator is really cool to use. I like seeing zoomed out pictures of caves. Good job.



COMING SOON: A giant meteor. Please.
Give me +karma. Give me +karma.
Livio
[?] Karma: +1 | Quote - Link
Saturday, July 11 2009, 6:29 pm EST

Age: 31
Karma: 470
Posts: 9620
Gender: Male
Location: Arizona, USA
pm | email
Slight Update: I just took off the vertical scrollbar when it generates the map. That way, it'll keep pushing down the page, and you could get a better overall view.
Livio
[?] Karma: 0 | Quote - Link
Sunday, July 12 2009, 1:04 am EST

Age: 31
Karma: 470
Posts: 9620
Gender: Male
Location: Arizona, USA
pm | email
UPDATE
Just added water-related browsing options
Livio
[?] Karma: 0 | Quote - Link
Sunday, July 12 2009, 1:35 am EST

Age: 31
Karma: 470
Posts: 9620
Gender: Male
Location: Arizona, USA
pm | email
UPDATE
You can now turn on/off the generated maps, in case it's making your computer slow.
canadianstickdeath
[?] Karma: 0 | Quote - Link
Sunday, July 12 2009, 2:33 am EST

Age: 35
Karma: 350
Posts: 2990
Gender: Male
pm | email
I know there's a lot of links around HATPC texts in the galleries as it it, but I was wondering about a feature to spit the galleries' levels at the generator?
Livio
[?] Karma: 0 | Quote - Link
Sunday, July 12 2009, 2:37 am EST

Age: 31
Karma: 470
Posts: 9620
Gender: Male
Location: Arizona, USA
pm | email
you can go to the gallery and click on the "Generate Map" link (right next to the "Scan for Glitch" link)
canadianstickdeath
[?] Karma: 0 | Quote - Link
Sunday, July 12 2009, 2:50 am EST

Age: 35
Karma: 350
Posts: 2990
Gender: Male
pm | email
Lol, I should have checked to see if it was already there before I suggested adding it.

Questions: If I search dark water, does the cave have to have a water level set? If a cave has taps, but no water level, does it show up if I search "water levels"?
Livio
[?] Karma: 0 | Quote - Link
Sunday, July 12 2009, 2:53 am EST

Age: 31
Karma: 470
Posts: 9620
Gender: Male
Location: Arizona, USA
pm | email
there is a "no water" option, so that must mean that searching for types of water must look through caves that do have water.

and basically if the cave has a tap or a water level (or both) then it is marked as having water.
canadianstickdeath
[?] Karma: 0 | Quote - Link
Sunday, July 12 2009, 3:02 am EST

Age: 35
Karma: 350
Posts: 2990
Gender: Male
pm | email
'Livio' said:
there is a "no water" option, so that must mean that searching for types of water must look through caves that do have water.

and basically if the cave has a tap or a water level (or both) then it is marked as having water.

Good. That's what I was hoping.
Quirvy
[?] Karma: 0 | Quote - Link
Sunday, July 12 2009, 11:32 am EST
  

Karma: 655
Posts: 7753
Gender: Male
pm | email
The secret area's are really cool, but the water... Not so much. You should really re-do that, so that it appears like it does in the game. Right now it just looks bad.



spooky secret
Livio
[?] Karma: 0 | Quote - Link
Sunday, July 12 2009, 12:39 pm EST

Age: 31
Karma: 470
Posts: 9620
Gender: Male
Location: Arizona, USA
pm | email
I just miraculously made water look better
it really looks cool if you can ignore some strange dot patterns
shos
[?] Karma: 0 | Quote - Link
Sunday, July 12 2009, 1:06 pm EST
~Jack of all trades~

Age: 31
Karma: 389
Posts: 8273
Gender: Male
Location: Israel
pm | email
heh glitch!
if you simply out the code, without terrain type, water type, name, and stuff, it simply puts the items as descripted. if rows are not fully-lengthed, it puts terrain, and all terrain and secret areas are blank gray.

also, i think marz's water was better looking, still.


Quirvy
[?] Karma: -1 | Quote - Link
Sunday, July 12 2009, 1:09 pm EST
  

Karma: 655
Posts: 7753
Gender: Male
pm | email
You should still have the dot patterns over the objects, and on top of that, you forgot about monsters underwater, too.

Also, you failed to add the waves for the water level.



spooky secret
shos
[?] Karma: 0 | Quote - Link
Sunday, July 12 2009, 1:11 pm EST
~Jack of all trades~

Age: 31
Karma: 389
Posts: 8273
Gender: Male
Location: Israel
pm | email
also, something is wrong with the water propeties search. i put in all water caves and i got 5ith as one of the caves fitting. this cave doesn't even have well..ugh...anything related. not a pixel of water.


Quirvy
[?] Karma: 0 | Quote - Link
Sunday, July 12 2009, 1:20 pm EST
  

Karma: 655
Posts: 7753
Gender: Male
pm | email
There's a water tap at the very top-right corner of the cave



spooky secret
Livio
[?] Karma: 0 | Quote - Link
Sunday, July 12 2009, 6:25 pm EST

Age: 31
Karma: 470
Posts: 9620
Gender: Male
Location: Arizona, USA
pm | email
'shos' said:
heh glitch!
if you simply out the code, without terrain type, water type, name, and stuff, it simply puts the items as descripted.
then just make sure you make your codes valid. I'll even add a message to remind you.
'shos' said:
if rows are not fully-lengthed, it puts terrain, and all terrain and secret areas are blank gray.
no that's just the background of the page. if the line is too short, then it just stops showing images. I thought about making the background black, but then you'd have no way of telling apart blank space from the edge of the page.
shos
[?] Karma: 0 | Quote - Link
Sunday, July 12 2009, 8:07 pm EST
~Jack of all trades~

Age: 31
Karma: 389
Posts: 8273
Gender: Male
Location: Israel
pm | email
'Quirvy' said:
There's a water tap at the very top-right corner of the cave
oh.
'Livio' said:
'shos' said:
heh glitch!
if you simply out the code, without terrain type, water type, name, and stuff, it simply puts the items as descripted.
then just make sure you make your codes valid. I'll even add a message to remind you.
'shos' said:
if rows are not fully-lengthed, it puts terrain, and all terrain and secret areas are blank gray.
no that's just the background of the page. if the line is too short, then it just stops showing images. I thought about making the background black, but then you'd have no way of telling apart blank space from the edge of the page.
you don't have to make sure of that. some caves intentionally have lines that way(smaller than 255 caves) and the thing should recognize it and notify the user.


Livio
[?] Karma: 0 | Quote - Link
Sunday, July 12 2009, 9:38 pm EST

Age: 31
Karma: 470
Posts: 9620
Gender: Male
Location: Arizona, USA
pm | email
the cavelist recognizes it and takes it into account when calculating the dimensions. but yeah, I should probably make a note about it.
canadianstickdeath
[?] Karma: 0 | Quote - Link
Monday, July 13 2009, 4:42 am EST

Age: 35
Karma: 350
Posts: 2990
Gender: Male
pm | email
The water level doesn't have a title text. And starting under-water starting positions don't have water in them. Marz liked it better this way, but under-water objects go behind the water.
Ckjr
[?] Karma: 0 | Quote - Link
Monday, July 13 2009, 4:45 am EST

Age: 30
Karma: 28
Posts: 1324
Gender: Male
pm | email
If you were to put characters that is not recognised by the map generator, the grid that it represents actually turns into a half grid kinda makes the whole map wobbly.
Livio
[?] Karma: 0 | Quote - Link
Tuesday, July 14 2009, 1:43 am EST

Age: 31
Karma: 470
Posts: 9620
Gender: Male
Location: Arizona, USA
pm | email
'Ckjr' said:
If you were to put characters that is not recognised by the map generator, the grid that it represents actually turns into a half grid kinda makes the whole map wobbly.
yeah if you put some crazy characters in those characters will not turn into images; not even fake crates. There's no wildcard for the function that I'm using, so I tried to include all keyboard characters.

'canadianstickdeath' said:
The water level doesn't have a title text. And starting under-water starting positions don't have water in them. Marz liked it better this way, but under-water objects go behind the water.
yeah I didn't make the starting point or the enemies be compatible with the water background because I figured it would help them be more noticeable.

I'm starting to think that I should make the starting point have a green background or something, just to make it easier to find. sometimes I load a map and I can't even find it.... and I end up having to do a Ctrl+F for the '#' in the text, but not everyone knows they can do that.
Quirvy
[?] Karma: 0 | Quote - Link
Tuesday, July 14 2009, 1:44 am EST
  

Karma: 655
Posts: 7753
Gender: Male
pm | email
Livio, regarding the cavelist, a really neat feature would be if it added up the total treasure in the cave. Who knows! You could even possibly make a search feature with it!!

*Totally not related to Dando's hint about the cave she's doing having at least 7 treasure in it*



spooky secret
canadianstickdeath
[?] Karma: 0 | Quote - Link
Tuesday, July 14 2009, 1:49 am EST

Age: 35
Karma: 350
Posts: 2990
Gender: Male
pm | email
"There's no wildcard for the function that I'm using"
Can't you just use a switch/selectcase or elseifs and have a default of else case for the fake crates? I mean, that's how my cavemaker does it (not exactly, but still).
Livio
[?] Karma: 0 | Quote - Link
Tuesday, July 14 2009, 1:49 am EST

Age: 31
Karma: 470
Posts: 9620
Gender: Male
Location: Arizona, USA
pm | email
hey I actually thought of adding that, but chose not to because of how unnecessary it is.
Sefro
[?] Karma: 0 | Quote - Link
Tuesday, July 14 2009, 1:50 am EST

Karma: 313
Posts: 1136
Gender: Male
Location: Canada
pm | email
On an unrelated note, I can't post in the chatbox.  =o I type "No, it's not Puzzled Cave" and press enter and it refreshes but doesn't appear!

« Forum Index < News and Announcements
«Previous | 1, 2, 3 | Next»

In order to post in the forums, you must be logged into your account.
Click here to login.

© 2024 The Interguild | About & Links | Contact: livio@interguild.org
All games copyrighted to their respective owners.