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Pixel World Engine - infinite 2D pixel world generation!

Discussion in 'Assets and Asset Store' started by Andrew.M, Jun 8, 2014.

  1. Andrew.M

    Andrew.M

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    PIXEL WORLD ENGINE

    The Pixel World Engine is a great feature-packed tool for making a 2D style voxel game. Easy to use, fast and greatly customizable, it can fit to anyone's needs, creating beautiful unique worlds based on every user's input.

    Features:
    - random, beautiful worlds
    - full customization
    - runtime level generation
    - easy to use, fast
    - fully commented code
    - Introduction and Quick Setup file included


    World features:
    - plains, hills, mountains
    - water <br>
    - caves <br>
    - extra props <br>
    .. and more to come in future updates!


    PLANNED FOR FUTURE UPDATES:
    - biomes
    - trees
    - clouds



    ANY suggestion or idea for future updates is also highly welcome! :D
    Thank you for your interest!



    WEB PLAYER DEMO: http://bit.ly/1ngvZXX

    BUY: http://u3d.as/80q







     
  2. Andrew.M

    Andrew.M

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    I am waiting for suggestions, ideas, tips and so on!
     
  3. mgear

    mgear

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  4. Andrew.M

    Andrew.M

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    Well that's really strange, no one reported this so far. I can assure you there is nothing harmful about it!
     
  5. Andrew.M

    Andrew.M

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    Here is a screen showing the caves in the last update! Soon on the Asset Store.

     
  6. Supergeek

    Supergeek

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    Andrew,

    I took a quick look at the asset file list. It looks like you're using a separate png and mat file for each block and object?

    You might want to look into taking your blocks from sprite sheets, and cutting them up and generating them procedurally, perhaps with an index file of some sort, listing their names and descriptions, block type (water, solid, etc.)

    It'll allow for easy creative updates (new blocks, new graphics) without code changes.
     
  7. Andrew.M

    Andrew.M

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    This would help a lot actually, tho the current approach would require no code changes to change the blocks and graphics.

    It will be there in a future update, soon.
     
  8. Andrew.M

    Andrew.M

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    V1.0.22 is out now!

    NEW FEATURES:
    - NEW cave generation. Faster, ligthter, more customisable.

    FIXES:
    - Lowered the chunk generation lag.
    - Optimized generation code.
    - Fixed the bug where the extra props would spawn even below the surface.
     
  9. Andrew.M

    Andrew.M

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    Upcoming features in V1.1:
    - clouds
    - trees
    - performance improvements
    - caves customisability in the inspector
     
  10. Andrew.M

    Andrew.M

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    Trees preview in the next update!

     
  11. Andrew.M

    Andrew.M

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    The Pixel World Engine is on a limited sale now, and the price got down to $10!

    Get it now, before the price gets back to $25!
     
  12. Andrew.M

    Andrew.M

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    While the sale is going great, I'm working on the next update!

    So, no matter if you are or not interested in the Pixel World Engine, some ideas would be great. Tell me what you think about it!
     
    Last edited: Jun 19, 2014
  13. Andrew.M

    Andrew.M

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    I have put out a new demo for the Pixel World Engine. Includes placing and removing blocks(dirt, grass, stone, sand, water). ALSO this demo runs much smoother than the previous one.

    Try it out! Link: http://t.co/Zj8LgCT3Km
     
  14. Ellandar

    Ellandar

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    Hi Andrew,

    I'm the creator of a liquid asset over at Liquid Voxels and one of your users asked if I could get my liquid running in your engine. So I purchased your asset and took a look.

    I spent a bit of time in the code trying to determine the best way to create/delete pixels, but found it challenging as there was no method that removed pixels nicely from the game world.

    Ideally I'd like to be able to interact with the engine by code, and the following two public method types would be incredibly useful:

    GetPixelAtWorldLocation: retrieve the material name at a game world location, preferably some type of enum that matches your Chunk "Water Material", "SurfaceMaterial" etc.

    SetPixelAtWorldLocation: Very similar to your World.CreateBlock but we shouldn't need to know the chunk or any other details. Ideally passing in an enum (or some other method of identifying the type of block we want to create).

    This will allow others who are scripting to your asset to be able to create/delete blocks in the world without having to try to work out chunk location or raycast etc.

    Nice looking asset, good fun!

    - Ell
     
  15. Wesleybruce

    Wesleybruce

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    Great little game. I got it to run OK then promptly broke it. lol. Added texture steam, made a material, copied the WaterPixel and recoded it as steam, made it fall up but dissipate at 30. added a new biome with the steam in it, updated the number of materials in the pick & place script. Still getting a recompile error. lol. What did I miss?
     
  16. pushingpandas

    pushingpandas

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    finally a terraria asset!!! AWESOME
     
  17. pushingpandas

    pushingpandas

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    please add resources and crafting. enemys and fighting. day and night, weather system, load and save,
     
  18. Wesleybruce

    Wesleybruce

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    When you're adding tree leave it open to have more than one log and tree block s we have more options, particularly fruit lowe branches and snow topped trees as well as branches and bee hives, etc. A percentage function and an on top function. That gives us many more trees.

    I'm messing about with rock prefabs and an Ice sheat idea but I'm so new it'll take a while to figure them out.
     
  19. nickyoso1

    nickyoso1

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    So you basically want him to create your entire game?
     
    Wesleybruce and pushingpandas like this.
  20. Wesleybruce

    Wesleybruce

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    A the moment the number of materials is 6 and that hard coded into the pick and place script. May I suggest a //tip on the first line where the 6 appears reminding us to renumber if we add new materials. I almost missed that one.
     
  21. pushingpandas

    pushingpandas

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    well, at least a starter kit ;-) Would sell greatly.
     
  22. Wesleybruce

    Wesleybruce

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    "So you basically want him to create your entire game?"

    We could always team up and have ding dong artistic fights over design and style.