abhilash2863's Forum Posts

  • [quote:1z622jbl]...including a versatile 2-events-AI suitable for every game type

    GLaDOS would hate that

  • just started modelling in wings3d. One of my very first models-

    EVE from Wall-E...Eva!

    <img src="http://dl.dropbox.com/u/5811650/3D%20egs/eveah.png">

    <img src="http://dl.dropbox.com/u/5811650/3D%20egs/eve-ah.png">

    <img src="http://dl.dropbox.com/u/5811650/3D%20egs/eve.PNG">

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  • yes, i find linux GUI(like ubuntu's) pretty sweet and the only thing i hate is the command line stuff. I tried the ubuntu once using the wubi installer but couldn't make it work. And the most other distributions are pretty hard to install. If someday construct 2 gets ported to linux, i'll probably try it again.

    It may sound stupid but supporting linux seems like supporting humanity

    And regarding mac...i hate anything that has that rotten half eaten apple logo

  • hey, where did that spam selling medical stuff go?? I needed those antidepressants

  • The file has been updated with some changes, see the first post for details.

  • QuaZi: the colour combination could cause brain damage

    also where's deadeye's pic? i wonder if he's really looks green...

  • [quote:nfif0l48]You can also take a "slice" of the noise, or get the data from a single axis.

    http://dl.dropbox.com/u/666516/sea.cap

    cool! This could be used in some 'pocket tanks' like games.

    actually my first attempt at procedural generation was to make random terrain like what you did right now but i failed since all I was getting was blobs looking thingys.

    <img src="http://dl.dropbox.com/u/5811650/Blizzard/s3.PNG">

    In this I'm pasting more than 10000 '2x2' sprites on the canvas. Yes, I suck in optimization.

    [quote:nfif0l48]Since your in a learning mood.....

    I should probably use that in learning linked lists and search algorithms for my next test.

  • man I want play so badly with those cap files but can't, bloody exams are going on so can't do much.

    I'll probably develop this in to some sort of game, not now...maybe after march.

    [quote:20s52cue]perlin noise is generated around zero on both sides, negative and positive. If you set 4 you will get a value between -4 and +4

    For the trees: Why not make multiple use of values? For example, if you would use integers from 0 to 100, you could define that 50 represents grass, while 51 represents grass with a tree on top, and so on.

    great idea, this way i could generate some pretty good looking variations like just grass, grass with a flower or grass with tree.

    [quote:20s52cue]^Link updated

    http://dl.dropbox.com/u/666516/perlincraft.cap

    thanks man,but i haven't downloaded the cap though, I don't want to ruin the fun of learning how to do this on my own. Hope you don't mind

  • [quote:1y69p798]To get a large world you can set perlin to a larger size... say 100 x 100, then set your loop to 50 to 100 for another layout.... using the same seed.

    that could help, but is there any other way like drawing the sprites only when it is in the given distance range from the player? that way I won't have to switch layouts

    [quote:1y69p798]Keep in mind you've only used the positive values in the noise. There are a few things you can do with the negative as well.

    can perlin noise generate negative values too? I thought that it generated values between 0 and the max value.

    [quote:1y69p798]As far as trees... All I can think of is making an array of all the created sprites, and then saving, and loading it as an external array.

    thanks that would certainly help.

  • UPDATE:

    -replaced sprites, added shrubs, added bg sprites to give the "cave" feel to it.

    -the download link below has been replaced

    -currently working on making larger worlds using multiple layouts.

    ----------------------------------------------------------------------------------------

    Here's an example of procedural generation using Perlin Noise. Some screenshots-

    <img src="http://dl.dropbox.com/u/5811650/Blizzard/s4.PNG">

    Here's the cap file-

    http://dl.dropbox.com/u/5811650/Blizzard/pertilegen%20v0.3.cap

    The caveman sprite is from the Asemblee Art Assets. The remaining art was done by Steven.

    Link-http://www.scirra.com/forum/viewtopic.php?f=23&t=7128

    Thanks to 'newt' for introducing me to the Perlin Noise plugin(it's actually his .cap file on which I've been working)

  • although I don't about going back to menu after pause but to just pause the game you can use Time Scale, more info in the wiki-

    http://sourceforge.net/apps/mediawiki/c ... me_Scaling

  • [quote:2p90hq7i] would rather love to play "Being Ashley - Construct the inner demon". Rumors say the Amazing Game Studio is working on it for 8 years now, as it is an exact developer-simulation-engine (incl. physics!), but they never released any screens or videos, so maybe this game was cancelled...

    next would be a oscar winning biopic on Ashley and David

  • What everyone else said. Beyond impressive! I won't go ahead and pretend that I do understand those events though...

    nobody actually understood those events

    btw I talking about the explanation about the lighting systems quazi gave, felt like clarifying

  • nice game....

    but I have 2 suggestions for you-

    Maybe you could increase the max jump height.

    And the doors, why does the cube vibrate like that when I touch it, electrically charged doors?

    still nice work...best of luck

    if you would want some graphical help or domr music leave me a PM.

    good to see that you helping others, keep it up man

  • instead of derailing threads, i should post something constructive here-

    People are talking about YYG losing money because of the free iOS runner, but it may actually not happen. The free ruuner will actually be used for homebrew free games that people would develop just for fun. Those who'll be having plans of making money will probably use the "legal" way and do as YYG said because they don't want their game on which they have worked hard, to be removed from the app store the first day of release. Well, actually YYG may lose money but that would be small fraction from the free game devs. But still the problem of decompilation persists.

    And yes, YYG should work harder on increasing the security in their software.

    PS Also Ashley, this may sound a little selfish but why don't you try contacting the two programmers and inviting them to help in development to Construct/Construct 2, because here they can atleast help people without someone pointing a gun at them.