Darklander's Forum Posts

  • Also have a question about grid size.

    If if have a grid size of 4, does this mean that grid only has 4 entries to other grids?

  • Im wondering how to implement multiple grids below the root grid (top level). Ok lets say you have your beggining root grid on top that represents a world map (default depth 0?). Now lets say we wanted towns as a grid to enter. Also dungeons, gates to other worlds, random chest, etc.

    So my question is would it look something like this?:

    root grid (world map or whatever you want to call it)- depth 0 (default?)

    towns- depth 1

    dungeons- depth 2

    planar gate- depth 3

    chest- depth 4

    house- depth 5

    etc.- depth 6 and so on...

    ...even though these some of these grids are connecting on the same depth 0 root grid, some may have entries or connections to other grids. Like chests in dungeons, houses in towns, etc.

    Or would they looks something like this?:

    root grid- depth 0

    towns- depth 1

    dungeons- depth 1-50

    planar gate- depth 1

    chest- depth 1

    house- depth 1

    etc.- depth 1- (how ever many 'levels' that grid will have)

    I hope what Im trying to ask makes sense. Basically does each grid have to have a unique depth or can they share depths, but have separate areas.

  • Thanks zyblade! Not sure why the button does that but that is the reason.

    I will make a more in depth tutorial soon on how to place tiles using the 'noise' plugin or, in this case, I used the old 'perlin' plugin. The method works with either. Though Im still learning myself. First I need to figure out some things.

    But in short, the level is filled with noise based a random seed. Every seed is a unique noise pattern for the layout. This single seeded number can be used as part of a save system if one wanted. Then you'll notice that in this example the dimensions of the tiles to be placed are determined by the variables 'x' and 'y' in the loop, forming a grid. The tiles are only 8 x 8 pixels therefore we multiply the indices of the 'x' and 'y' loop by 8 so they tile evenly. Finally the noise value on those indices return a value between -1 and 1 and are used to determine whatever you want. In this case, its the type of stone within the level. For this example I made the more rare stone use small value ranges toward the 1 range. The animation frame of the tiles are set based on those values. However, you could place separate sprites instead of a single sprite with different animation frames as I did.

    What I'm trying to figure out now is how to get the water to settle so that its even and not stacked up unrealistically, for the platform level example. Also how to do so if a block is 'mined' or removed below it. I'm not having much luck.

  • Oh and if anyone can tell me how to get the water to 'settle' in a more evenly fashion Id be very happy!

  • I have included an example cap of what Im trying to describe. Whenever I create a level by placing sprites randomly the player sprite loses its platform behavior.

    In fact I have another level that creates a flat 2d overhead map area in a similar way and the player loses its 8 direction movement, or grid, or any other behavior, after the level is generated through a function.

    In the example cap youll notice the player can move across the solid bar for example, but after the world is generated it does not.

    Example Cap

  • Here's a post you might wanna check out along with a good example from Rojohound using imagemanipulator and an array.

    Sand topic

  • Charged shot...Similar post

  • Im thinking about a quest system in an roguelike rpg hybrid. I was wondering everyones thoughts on how they would implement generated quests, considering the world will be randomly generated each 'seed', the two systems intertwine.

    For example, would you have certain quest giving npcs, such as a certain sage or oracle, that generated random quests over and over? Or give any or every npc the option of giving out quests that point to certain threats in the region(aka Dwarf Fortress adventure mode)? Or would those be too random and generic?

    And how about generating the major threats first, determining how dangerous our world is from the start? Not little random encounters but the 'legends' of the world. Lets say a dragon is generated in our world. Well the dragon has to have a village to feed from and terrorize, then a procedure would generate a village near the dragons lair. Same with that evil wizard to the east, and the ogre tribes in the north, and so on. Or would you do the opposite and attach them to certain geographies and villages that already exist?

    And what about random twists that can happen on certain legs of a quest? You were send to a dungeon to find an amulet, when you get there to the final stage a random twist is generate and the amulet is moved to another part of the world, now a band of paladins have taken it. Then the quest could keep twisting with different plots to keep it going potentially until the end is generated.

    I want a generated system thats different each time but without being too random.

    And then theres implementation within construct. Arrays, variables, ini's, hashs, timelines, etc.

    This is just a general discussion about quests and their structure and implementation and what how YOU would do them?

    Discuss

  • Thanks, Ill look into 'S' and/or the 'noise' option.

    Unique sprite doesnt seem to have any different options in events or actions that are any different than the regular sprite. In fact I cant tell them apart. I have to be missing something here.

    So far my attempts to put unique patterns on different instances of the same sprite end in two results, either they all change to the same pattern or I get a crash saying multisampled textures not allowed.

    Do I need to have different animation frames set for each enemy sprite to hold a unique pattern?

  • Heres an example cap. Note it doesnt use an array as I originally intended. I want to do that next but it kinda intimidates me. Also a seeded version would be great so that users can use a certain pattern again in a different game. And of course, eventually a full pattern editor for players.

    Any help or suggestions on this?

    Ship Patterns

    The main problem Im having is that when I spawn a new sprite within a game and generate a texture it applies it to ALL sprites of that kind. I want some to be unique, and some to belong to factions that have the same texture. Any help on that?

  • What is the color key for transparency in construct?

  • Ive been tryin for a while to recreate the random examples from the links below (had to find them on archived website because the original web site links no longer work):

    Procedural Pixel Space Ships

    Procedural Pixel Robots

    Eventually I want to make my own patterns. But for now I cannot get any method to work right. I just cant figure it out in construct.

    Does anyone have a simple example of how I can recreate something similar to the examples in the links that can learn from.

  • Nice. Thank you very much for the help. Gonna play around with the lighting now.

  • I want to do this with procedurally generated landscapes from the noise plugin. The 3d model idea might work but I dont have much experience with that, but I want it to have a retro look like star control 2/ur'quan masters.

    Heres a random clip I pulled up showing what I want

    http://youtu.be/l0nOux0mAiI

    This game is quite old and Im almost sure they didnt use a 3d model. Im curious how they did it.

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  • Is there any way to create a spinning planet or globe from an image like .bmp or sprite image?