Procedural 2d Pixel Vessels / Asteroids / Space Stations

Thought I would update the main page, have done allot of refinement on the generated assets so that I can finally move onto using this in a game - see below…

https://dl.dropboxusercontent.com/u/36532713/Procedural2DPixelAssetsFactory/vessels11032014.png

https://dl.dropboxusercontent.com/u/36532713/Procedural2DPixelAssetsFactory/asteroids11032014.png

https://dl.dropboxusercontent.com/u/36532713/Procedural2DPixelAssetsFactory/stations11032014.png

Source Code - https://github.com/andybennett/Procedural2DPixelAssetsFactory

Asset Manager
Right click > Regenerate (Will randomly create X no of assets based on selected tab - all existing assets on the selected tab will be lost)
Right click on asset > Save as PNG (Will output the selected asset as a PNG (raw un-blurred version and finished version) in the same folder as the jar file)
Right click on asset > Save as XML (Will output the selected asset in XML format)

Double click on an asset to bring up the pixel editor (you can tweak the pixels using left and right clicks)

Asset Manager Jar https://dl.dropboxusercontent.com/u/36532713/Procedural2DPixelAssetsManager/Procedural2DPixelAssetManager.jar

Wow! ;D Looks really cool. I will definitely use those of these in my game. If it’s okay of course. :wink:

Small ships are looking really good, almost like “hand-drawn” ships.

There is still something to do with bigger ships - many of them don’t look too natural.

What about asymmetrical and wide ships?

Very impressive. I might take a look at your code to give me an idea of procedural terrain generation possibly. Or anything else I could maybe think of.

Interesting, the ships remind me of those from Stargate and Battlestar Galactica .

Those look amazing nice work GJ

go for it :slight_smile: will likely be making some improvements soon so keep an eye on the repo

First thing to sort out is the flat areas on the larger ships need to get some noise in there which should make them look a lot better - so far only been concentrating on symmetrical ships but the code that generates the basic shape is very adaptable so asymmetrical and wide ships should be possible.

The generation process is very simple its manipulating the shape you have generated which takes time. Experiment with the code and see what you can come up with. I have done a few experiments and creating random caverns, land masses etc have been possible with some code tweaks.

Working on filling in some of the flat areas… first attempt, what do you think?

https://dl.dropboxusercontent.com/u/36532713/vessels1.png

Pretty awesome style, I like it. I guess the challenge for some of these vessels may be to make it look a bit less “organic”.

I like this Idea, looks great, the pictures are so suggestive of things!
Creatures, spaceships, building plans… excellent.

Never seen anything like this done with procedural generation, very cool!

Bit more work done on this - kind of happy where I’m at. Going to start seeing about using this in a hex based game similar to full thrust etc…

https://dl.dropboxusercontent.com/u/36532713/vessels2.png

https://dl.dropboxusercontent.com/u/36532713/vessels3.png

https://dl.dropboxusercontent.com/u/36532713/vessels4.png

and some big ones…

https://dl.dropboxusercontent.com/u/36532713/vessels5.png

https://dl.dropboxusercontent.com/u/36532713/vessels6.png

Some red tinted ones

https://dl.dropboxusercontent.com/u/36532713/vessels7.png

Thought I would post the progress made with my procedurally generated 2d vessels.

Source - https://github.com/andybennett/ajbVesselGeneratorFactory

https://dl.dropboxusercontent.com/u/36532713/vessels09032014.png

Somebody will tell you to merge this with your former thread…

What former thread?

Looks amazing OP, very cool indeed :slight_smile:

[quote]What former thread?
[/quote]
This one.

Looks nice btw.

Merged and unlocked.