Arsonide's Forum Posts

  • I am appending this message at the end of all of my threads. A recent discussion with a friend has led me to a conclusion.

    Many of you know that my girlfriend went through a very rare form of cancer this year. One which only manifests in 1% of cancer patients, and is four times more likely to kill you. She survived it somehow, but recently the treatment center she was treated at has lost some rooms. If it weren't for that treatment center, she'd be dead right now. We are getting married in two weeks.

    A combination of things, including my readings into Buddhism, and my discussion with this friend, has led me to the conclusion that any further donations to any of my plugins are going directly to cancer charities.

    Most of you have noticed a few patches recently, and that will continue. I'm patching up the plugins I released this year, and then I'm releasing MUSE. After MUSE I am going to develop a toolkit cap designed to help people make roguelikes much easier, by utilizing all my plugins, as well as helper functions and examples. You can also bet your ass that I'm going to port all of my plugins to Construct 2 when it gets an OpenGL runtime.

    So your donations will encourage this further development, and assist in cancer research. The link is in the original post. That is all I have to say.

  • UPDATE: I have released a new version of this plugin with some exciting new, slightly experimental options. There are four new actions that will assist you in changing the GridTree. Allow me to explain.

    Imagine you have a grid representing a forest of trees, but your player wants to chop one down. Before, you'd have to keep track of this change the player made, save it somewhere, and overlay it on top of GridTree's procedural data. Now, GridTree can do all of this for you.

    There are two actions: set value at, and revert value at. These actions will ask you what grid you're referring to, what data type you're referring to, and what position you are referring to. If you set the value there, GridTree will now output that value that you set there instead of it's procedural data. This will allow you to "cut down a tree" so to speak. If you want to revert the change, that action is there as well.

    There are two more actions available as well that save the entire GridTree to a file, including all of your manual changes...and another to load this file into the GridTree.

    This expands the possibilities of the plugin quite a bit. I hope you guys like it. There is a new "advanced" example in the zip that shows off these features, with comments and stuff. The example actually is a procedural forest with trees you can chop down. Keep in mind this is still in alpha, but is now back in active development. Please reply with any gripes, complaints, or praise, or bugs, or whatever. It will help me as I continue to develop this.

    The download link in the original post has been updated. Here is a short video showing the changes. They're kind of hard to recognize, but they're there: video. There is a known "bug" in which after you load a file in the example cap, the editbox doesn't update to show the new seed. The seed changes internally, it's just the editbox. I'll update again soon with a new expression to fix this.

    SIDE NOTE:

    I am appending this message at the end of all of my threads. A recent discussion with a friend has led me to a conclusion.

    Many of you know that my girlfriend went through a very rare form of cancer this year. One which only manifests in 1% of cancer patients, and is four times more likely to kill you. She survived it somehow, but recently the treatment center she was treated at has lost some rooms. If it weren't for that treatment center, she'd be dead right now. We are getting married in two weeks.

    A combination of things, including my readings into Buddhism, and my discussion with this friend, has led me to the conclusion that any further donations to any of my plugins are going directly to cancer charities.

    Most of you have noticed a few patches recently, and that will continue. I'm patching up the plugins I released this year, and then I'm releasing MUSE. After MUSE I am going to develop a toolkit cap designed to help people make roguelikes much easier, by utilizing all my plugins, as well as helper functions and examples. You can also bet your ass that I'm going to port all of my plugins to Construct 2 when it gets an OpenGL runtime.

    So your donations will encourage this further development, and assist in cancer research. The link is in the original post. That is all I have to say.

  • I have updated this plugin to no longer require any tinkering with the DLL. All you have to do is extract from the zip and it'll work out of the box.

    This also means you do not need to distribute it with your games. It works just like any other plugin now.

    Do keep in mind, however, that you need to extract everything from the "CONSTRUCT" folder in the zip directly to your Construct folder, overwriting the old version. The download link in the original post leads to the new version.

  • According to the page you need the standard edition to release commercially, and the business version if you make more than $5000 with your game.

    ...ugh...starting to feel like Unity or UDK up in here...

  • This plugin has already been released, under a different name: GridTree. It is in the plugins forum.

    My fiance is in remission!

  • http://dl.dropbox.com/u/1032313/Perlin_Noise_Plugin_1.0b.zip

    No problem. I'm going to patch this up soon so that the library is not an external DLL but is integrated with the plugin itself. Just had a lot of stuff going on.

  • Right now newt designs demo caps based on the main cap, and once they function, I integrate them into the main cap file. More than two coders would probably get pretty crowded.

    We are just working on getting something functional out to the public, and I could use help doing so. I'm tired of Void Runner being a proof of concept half done in my Dropbox. It's huge, and deserves to be experienced.

  • If I can get a team together, we should probably stick with what we've got. Top down. Things gotta get done. No large overhauls.

  • Alright. You guys all know how these recruitment threads go. There is always this 14 year old "Idea Guy" asking you to basically make his game for him. I'm not that guy. I'm 25, and more importantly, you all know I have already produced results. You know what Void Runner is, and if you don't, this next paragraph is a summary to get you up to speed.

    Void Runner is a science fiction survival game set in a procedurally generated universe. You can fly around in space, land on planets, and explore their surfaces as well as go underground. Each star system and planet is persistently generated from a universal seed. Furthermore, you can go inside of your ship and mess with the internal wiring, power systems, data systems, and so forth. You can board enemy ships, or stations, and mess with the wiring there as well. Boarding enemy ships and taking them down from the inside is a viable option, as well as simply shooting them from the outside. There will be pictures, movies, and cookies at the end of the thread for your convenience.

    A lot of the game is already complete. Most of you are familiar with my plugins, and the work I've done to help the community, so I'd like to believe I have more credibility here than some new guy. I'm not an idea guy - I'm a results guy.

    The problem is logistics. Up until now, I've been working in a two man team, which was a problem in and of itself - I plan on increasing that to four people - two people on code and logic, and two artists. One of us was an artist, but he is no longer working on the project. I need a new one, but more importantly, I need new eyes on this code. I need someone to work with me on Void Runner's logic - the events, and the internal cap structure. There's a lot of work left to do. So that's it really. I need an artist, and I need someone very familiar with Construct to help me with logic. There is a lot of custom plugins at work here that you will need to be familiar with, but you will not need to touch one line of C++ code if you do not want to. I can handle that, but it would definitely be a plus if you could.

    This work will not be paid, unless we sell the game, and then it will be in royalties. You would be working for the chance to work on something this grand in scale. Void Runner is truly ambitious, and while it MUST be completed, I can't do it alone anymore. This is your chance to get in on the action, and work as a team on a project with an actual future.

    So that's it. Help me out. It will be fun. You will get to work with some mind blowingly awesome stuff. The game is already well on it's way to completion, and I'm sure some of you want to peek at the gigantic 25 megabyte cap file this has created! I'd also like to clarify that you'd be working with me, not under me. So join up! I need you! Void Runner needs you! This post may be edited in the future to clarify some points. Reply or message me if you are interested. Bonus points if you have a history of Construct development. Here comes the media!

    <img src="http://content.screencast.com/users/Arsonide/folders/Jing/media/9caa1314-4c76-4056-97e0-1b15584b9a62/2010-11-18_0507.png" border="0">

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  • Btw I think "S" has a built in function to rotate its arrays as well.

    I thought something did, but I couldn't remember what. I think it was S.

  • <img src="http://content.screencast.com/users/Arsonide/folders/Jing/media/35ab3930-e4ed-4fb7-9a72-9bb3e320cda8/2011-07-30_0030.png" border="0" />

    That may not be exactly correct, as some things in Construct are base 0 and some things are base 1, but it's close. If it has any problems they will be along the outer borders of the array, along index 0 and along the maximums. Rotating other directions should be a similar process with some +'s and -'s changed around.

  • Should be possible using two identical sized array objects and a nested for loop. Exact syntax would depend on the size of your arrays, and obviously these arrays could only rotate in 90 degree increments.

    It would look something like this for a 90 degree rotation clockwise:

    int CurrentRow = 0;
    int CurrentColumn = HIGHY;
    
    for ( int y = 0;y<=HIGHY;y++ )
    {
        for ( int x = 0;x<=HIGHX;x++ )
        {
            CurrentRow++;
            DestinationArray[CurrentRow][CurrentColumn] = SourceArray[x][y];
        }
        CurrentRow = 0;
        CurrentColumn--;
    }
    

    It's in C++, but it should be easily convertible to event structure.

  • Is there any kind of prediction in this?

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  • It would be nice if it was scrollable, as the planet could be more of a realistic size with more space for exploration, but since this is on the same layout as the rest of the solar system that may pose problems. I'm still kind of thinking through everything.

    Perhaps rather than moving the player, I move the terrain under the player? Then I only have to keep one block on the screen for the terrain and distort that according to the noise at the player's current "position".

  • Given the time I could probably figure out the rotation - I got something working a bit ago but it was rotating around 0,0 instead of the correct origin of the object. I'm in the middle of a work week as well though so I haven't had much time to putz with it.

    The example Davioware posted here could probably be adapted to allow the planet to be collidable. From space it wouldn't need a collision mask, when it unwraps, after the transition is complete, the mask would be generated.

    As far as art goes - I have no idea where to even begin with that. Like, fundamentally how would that even work. Libnoise (Noise 2.0) has support for spherical and cylindrical noise. It's built in, Noise 2.0 just doesn't have access to it. Cylindrical is just noise that tiles on one edge rather than two. Spherical is...complicated...to say the least. I figured those two mappings wouldn't be necessary in a 2D engine, but if they would help, let me know and I'll activate them ASAP. I'm not sure if either one of those things would help, though. If the art can't be solved, I'm willing to scale back the graphics to just solid colors and go for a retro type of style, but actual noise would be awesome. In fact, I'm not even sure if noise would work, as the noise color would have to line up with the elevations on the outside, and be solid in the interior. (White peaks, etc.) Maybe it should be done algorithmically rather than with noise, as you suggested.

    This was honestly just a crazy idea I had brewing in my head for a while. I didn't think it would actually go anywhere! It's crazy. Imagine my universe populated with these things along with procedural content. It'd be like a ton of Terrarias in one program. I will continue throwing myself at your math and attempting to decipher it - I got a few things down in the little time I had to mess with it tonight, but now is time for sleep and then work. I appreciate the help, and any future help.