bscarl88's Forum Posts

  • After I get "Failed to open project. Check it is a valid Construct 3 single-file (.c3p) project." I press f12 and review the console information. The console errors show "main.js:894 [Project] Exception opening: Error: name already in object class namespace"

    I don't know where to go from there. This was a c3 file I haven't opened since early 2020, and I wanted to jump back in. I already have over 1k hours into this save and I really don't want to lose it. This is happening with EVERY file that is in my folder, including the backups. I even opened the files as zip, and tried open local project folder, and this isn't working either. I know the files all worked when I left them last.

  • what kind of results are you getting?

    So I have it so that:

    Less than Cell Average = Water

    Greater than Cell Average = Land

    Greater than Cell Average +20 = trees

    Greater than Cell Average + 40 = Snow

    When I only ranzomize the numbers once, there's a little bit of snow, but it looks like crap.

    If I average out all of the array values one more time, It looks better, but the snow is essentially gone. I guess this is just playing with values?

    I noticed that you have good water and land amount, and your land masses are large and don't have many puddles/lakes within them. Mine looks to have lots of "holes". I wish you achieve your land mass results, while having sections of them have higher "altitude". I followed the instructions on that page pretty much exactly.

  • nope, that's what I did. Ill have to re-read about it in this, see if it has what i'm missing to unlock terrain. thank you for your help!

  • > > > mudmask

    I hate to say this because it was a long time ago ha... but that's how I generated the overworld maps, and then I used a simple bitwise solution to generate the tiles. you know, like

    0=water

    1=land/sand

    2=grass

    3=forest

    4=mountains

    ahhhh yes, i'm not talking about the 2d side scrolling portion, I'm just talking about the overworld map. I'm having issues getting my higher elevation stuff working like mountain tops and such. I have the generation and autotile working fine. The issue is, after averaging each cell's value to be the average of the cell around them, I can still end up with things like mountain tops inside water, instead of being surrounded by a forest first. I can't figure out what I'm missing to get the transition between tile types working. I usually run the function to average out the array cells 1-4 times to get a good looking map

  • > mudmask Any chance you've got pointers on how to setup mountains/trees like how you did on your maps? I've got everything working great, minus decorations like that. Each tile is set to a random number, and all numbers have been averaged to the tiles around it to create some sort of altitude effect. But I can't seem to figure out how to do it. Any pointers are appreciated!

    Are you using the perlin noise terrain generation method? If not, look it up - it's essentially what I do!

    I thought that setting an array full of random values, then averaging each tile by the values around it was perlin noise? That concept I understood pretty easily, i'll have to see if I can find something for Perlin Noise, but it looks like it's been replaced by Simplex Noise?

  • mudmask Any chance you've got pointers on how to setup mountains/trees like how you did on your maps? I've got everything working great, minus decorations like that. Each tile is set to a random number, and all numbers have been averaged to the tiles around it to create some sort of altitude effect. But I can't seem to figure out how to do it. Any pointers are appreciated!

  • So I'm generating a worldmap that consists of land and water. If the tiles randomly assigned variable is above a certain value, they are land, else they are water. Now, I would like to decorate it with trees, bushes and mountain tops etc, but only where there's large groups of land tiles. Anyone have experience with decorating generated landmasses?

    Here's an example of a landmass I'd like to populate with trees

    I'm wondering if I should calculate how many tiles in each direction each land tile has until it hits water? then only spawn a tree on those sometimes?

  • bringing this oldish one up ... If we want to use a new custom tileset, I'm guessing I have to edit the Json Array for each tile combo?

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  • This is the correct way. Are you able to use these addons in a blank project?

    my last question to you (thank you for all your help) is have you seen much benefit/difference from using C3? My big project is PC and maybe Console which is what I mostly care about. Although it would be nice to release some of my older mobile game projects.

  • > mudmask this is exactly what I'm looking for (mostly the island/landmass generation part). For my game, I plan on generating a new worldmap per campaign. What ever happened to this project? Did you turn it into a template on the store?

    Ah. I hate to say this, but I stepped away from game design for a bit.

    But I'm back at it. And this is a project that I will once again rehash. You can check out some of my smaller releases on my own page, mountgamer.com.

    And thanks for rehashing this old thread. This project was awesome! I'm ashamed to admit, it got a little too be big for me. I'm going to reuse the tile generation of the overworld and mix it with the larger TMX placement of the subworlds and turn it into something else.

    same boat as you man, just gettin back into it. And I left off with workign on my own version of what you're doing here! Similar concept as my game, 3D overworld map, but digs into a 2D sidescroller. You can see the sidescroller part here - youtube.com/watch

    Let me know if you're interested in working together, could always use a helping hand

  • mudmask this is exactly what I'm looking for (mostly the island/landmass generation part). For my game, I plan on generating a new worldmap per campaign. What ever happened to this project? Did you turn it into a template on the store?

  • I must have not restarted properly last time. I reinstalled them, and did a restart, and was able to open my project.

  • Are you sure you installed them correctly? Start a blank project, add a sprite and try adding these behaviors.

    Maybe you have c2-runtime versions of these plugins installed. You need c3-runtime. I know that at least MoveTo and LiteTween have c3-truntime versions, not sure about the ZigZag.

    I found the C2/C3 versions, and installed them using the addon menu in C3. Is that the correct way?

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  • well I found and installed the 3 plugins I needed (Rex_MoveTo, Rex_ZigZag and lunarray_LiteTween) and after trying to open my file in C3, it still says I need to install these plugins? I guess I have to stick with C2