cesisco's Forum Posts

  • cesisco, yeah, I've not also filed a bug report because it's just not reproducible; where do you start? But it is happening. I couldn't work like that so the r250 downgrade was necessary. The problem I have is that I'm not willing to upgrade for possible future bug fixes if this fundamental issue of saving is not addressed.

    It's only a hope, but I wish the Ashley will take a look to do some speculative debugging on this issue. I *know* that r250 does not freeze. At least that's a clue.. I think?

    R250 is ok? that’s a starting point, thanks, but I have several projects saved with r254, so it wouldn’t work downgrade to r250.

    But it would be helpful to find if it happens randomly when it saves, or if it’s related with something, like project size, any particular event/behavior added before the bug happens.I’ll dig a little bit more to see if I can get any clue on this.

  • Your issue might not be the same, but when using r255/r256, C2 freezes during save. It was slightly helped by turning off Auto-save and (using a custom backup solution as an alternative). Unfortunately (for me) the freezing came back, and so I downgraded to r250 and haven't had the problem again.

    Yeah, I can confirm this “freeze during save” problem on R254 too, in certain projects, but I won't fill a bug report, I can’t see a good way to replicate this problem.

  • Thanks for the update!

    Quick announcement - Plugin for Construct 2 New Release <img src="{SMILIES_PATH}/icon_eek.gif" alt=":shock:" title="Shocked">

    Link for release info: https://github.com/gameeapp/gamee-js-co ... s/tag/v2.0

    Same rules as for previous C3 plugin update,

    [quote:2bxmhd4d]Developers that already submited game/games *DO NOT* re-send us games with new plugin.

    https://www.scirra.com/forum/gamee-x-construct-game-dev-contest_p1164042?&sid=3dd21143fc86feac8b69f53282925787#p1164042

    Fix

    • play button appearing before the game is properly loaded - dead lock

    Tested (again just to be sure)

    Minification with C2 - working

    Mute/unmute conditions - working

    In case you find any problems, contact us or create an issue in github <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    cesisco

  • GameeApp there’s a version 2.0 plugin for C2?

    Because in version 1.0, the play button is showing before the loading screen too.Thanks

  • Issue number two, is it okay to get two roads close to each other that it looks like highway?

    That issue happens because collision masks(Polygons) are a bit rough right now, I’ll fix all collisions polygons later.After that, the player can reach those areas.

    Actually, I think I like those double roads

    Thanks for the tips and feedback.

  • > Thanks, I'll try some other features with the Perlin noise plugin.

    >

    What is size of your map in pxs ?

    It depends, but the tilemaps are 64x64 based, so no more than 5000x5000 pixels

  • Thanks, I'll try some other features with the Perlin noise plugin.

  • ridhoemgl it's fixed

    Slash effect capx link

  • It seems that almost no one played this game

    Play Yogo Path on itch.io

  • > Please make this available again to download! I have a 75% made game but I lost the plugin needed to play/open my game!

    >

    > Hi PixelRebirth I'm very interested on this, how can I get the plugin?Dropbox no longer allows public files.

    > Many thanks

    >

    Sorry for the inconvenience, the links should work now again!

    Thank you!

  • Did you procedurally generate the terrain ahead of time, or are you generating on the fly?

    Also, can I see your algorithm? (assuming its not proprietary)

    Hi, the map is generated on the start of the layout, it’s a closed map, not endless as you can see if you move the player around a little bit.

    This is a work in progress, and it’s very far from what I want to achieve, but my first approach for the map shape is any dungeon algorithm you like, then think that corridors are roads and rooms are big areas that you can drop anything you like.

    The second part is to run loops for the different areas to give them bitwise numbers, then based on that numbers you know where each tile is, if it’s a border tile or if it’s surrounded by other tiles.

    Now you can populate those areas you different types of items(houses, trees, fences…)

    The third part is to have all tilemaps ready to be “autotilable”, as you can see those fences, trees or rural terrains are “autotilable”, and can have any shape.

    This is a basic rough explanation, but I have already more than 300 events in my capx and is only about 20% of what I’m trying implement.

    Any tips or ideas to implement other procedural stuff in the map are appreciated.

  • Cryttexx thanks for the feedback, but this is only a study on procedural generation, and maybe if I’m satisfied with the result I will figure out an idea to make a game with this.

  • Hi PixelRebirth I'm very interested on this, how can I get the plugin?Dropbox no longer allows public files.

    Many thanks

  • Looking good so far!

    It seems that the collisions are pretty good which is always something I struggle getting correct with procedural stuff, especially tile maps.

    I didn't come across any odd looking sets from generating it a couple times, keep it up!

    thanks for the feedback.

    New version is live now with more variations.

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  • I’m testing a procedural village to use in a future roguelike/rpg, and I’m posting here to get some feedback on how I could improve the procedural generation, or if you have some other tip on the technical /design side, I would appreciate any feedback.

    The graphics assets are CC0 just for prototyping for now.

    For now it's very basic, but my goal is to include rivers, procedural houses interiors and dungeons too.

    Play it here

    Arrow keys to move

    Left click to generate new