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©2007-2009 =psykopath
:iconpsykopath:

Artist's Comments

I was inspired to make this after looking at [link] by :iconwonderwhy-er:

The options you can set are the parameters for the perlin noise that is generated. Darker areas on that map are 'higher'.

edit: put the octaves as 31 or 32 and the edges get cut off. weird

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:iconwonderwhy-er:
Heh. Was thinking about making an isometric variant but found it to be useless becouse it's immposible to use it in real time in Flash for 3D like games... Cool anyways :)

--
There is only a Flash between the past and future, and exactly that is what I call life… at least for Flasher/Scripter/Designer :D


I support DA Sound Dimension [link]
:iconssjskipp:
Very cool =D!

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The Fruit that got in gravity's way.
:iconawesty:
Set it to 50 and you just get a plane :D

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blog

[balls]
:iconelectricrain:
Oh my god. This is probably the coolest thing I've seen in a while. You are truly a flash bad ass.

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Methane Candy
:iconpsykopath:
I know. I can't help it.

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overabundance causes confusion of time versus necessity.hurry, only 6 seconds to go.repeat as necessary.
:iconsm91:
Amazing, how did you do that?!

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.:█_.-'Without Darkness, there won't be any Light'-._█:.
:iconjonweekes:
Is this a sprite's Y set to the darkness of the perlin noise, or a proper 3D engine? Either way, nice work. I used to play around with making 3D engines with the sprite class, mainly because if the lines were drawn closer it looked like artistic shading.

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AVAST! YE NIBLIKS! :pirate:
:iconpsykopath:
It's actually just a whole lot of lines drawn into a bitmapdata, and flash's antialiasing takes care of the depth/darkness effect.

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overabundance causes confusion of time versus necessity.hurry, only 6 seconds to go.repeat as necessary.

Details

November 18, 2007
50.0 KB
46.2 KB
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