endless409's Forum Posts

  • All the generation logic is done in a single tick, and no display update is ever done, so the only text you'll see is the last one.

    Would gating the groups with a local variable split them up? Something like:

    local var load = 0

    If Load = 0 then "set group x" activated and add +1 to Load

  • In this project, I would like to have a verbose loading message on the top opaque layer. Once all the events and actions are complete, I would like to make the top layer invisible, revealing a procedural generated map. The problem is, it seem that the arrays that are used somehow take precedence over everything else in the event sheet. The end result is a black screen that lasts for up to 4 seconds before the level pops into view (even longer in my main project, as there are more complex events happening in the array). Even though I have the groups disabled, and updated text being set between each activated group, none of that actually occurs, as if it were skipped. Here is a screenshot and capx file:

    [attachment=0:iqdan6ne][/attachment:iqdan6ne]

    [attachment=1:iqdan6ne][/attachment:iqdan6ne]

  • Hi all! I really have no idea what I'm doing!

  • Still trying to wrangle in this problem. In doing some more troubleshooting, I found these weird observations:

    • The layout does not appear before or in the middle of the groups running in order, only after the arrays have been "set up".
    • It appears that disabling the groups is somehow ignored, else the layout would show the "Loading" layer with the updated text.
    • Leaving the top layer visible, will show the last update made to the loading screen.

    After doing some troubleshooting with Lolpaca, it appears that there is some buggy behavior going on. Trying to replicate issue in a new capx.

  • Here's a stripped down version of my prototype with the issue. I've followed the suggestion, and it seems like there is something overriding the initial screen being drawn. Here's a screenshot of my groups and how it's set up.

    [attachment=1:2n9i4nkt][/attachment:2n9i4nkt]

    Here's the capx

    [attachment=0:2n9i4nkt][/attachment:2n9i4nkt]

    I don't think I have anything outside the norm, but obviously I'm missing something pretty fundamental here. The mining group, and cleanup group take a significant amount of time (pressing the need for this loading screen!). Whatever I do, I can't seem to get the layout to appear before the arrays are configured...

    Also, just a heads up, the project uses the RandomPlus plugin!

  • Thank you Lolpaca! I just came back from a holiday weekend, so I'll give this a try later today. I'll post my findings as soon as I get a chance.

  • I'm not sure if I'm using the right terminology for this, so I'll describe what I mean. My current project uses procedural miner method to draw out the game. The problem is, there is a long period of "black screen" before the array is done, tilemap is drawn and all of the objects are created. What I would like to do is create a loading screen that tells the player what is happening (creating caves, water etc..) while this black screen is up.

    I found a similar game by Lolpaca called Greed that appears to do what I'm aiming for. Here's the link to his game. After you start the game, the level is being generated with a status of what's happening.

    https://dl.dropboxusercontent.com/u/106247621/Greed%20Demos/Greed-Demo%20v26/index.html

    Could someone lend me some insight on this one?

  • I tried out the tilemap object and guess what? The CPU usage went down considerably, beyond my expectation. This has caused a few more challenges that I can't seem to get past. While using sprites, the player would collide and destroy the blocks. With tilemaps, there doesn't seem to be a straight forward way to check for collisions at an offset. Any care to shed some light?

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  • Duplicate Post...

  • Blackhornet,

    I checked the tilemap object at it really doesn't fit well with a procedural game.

  • Exactly! And it does that as it right now, but scrolling around instead of flipping through pages would be so much better. Especially if you're exploring caves!

  • Hi Ricardo,

    I highly recommend the post R0j0hound made in the conversation below:

    it looks like you have the right idea, however you may need to make some adjustments to the array values. For instance When I want to clear out a portion of the array, to make an open space, I can do this:

    [attachment=0:10ee9l5s][/attachment:10ee9l5s]

    MapForeground is the name of my array, and I want to clear the entire width of the array to a depth of 10. (11 cells). I hope this helps!

  • Hi all. I'm hoping someone can lend me a hand. I'm placing sprites on my layout using data from an array using the miner method. All is fine and dandy, except for the amount objects loaded to memory once the screen is drawn. Right now, I load each "page" from the array in approximately 30x16 sprites at a time to avoid the CPU load issues, which works for now... However I would like to use the Scroll To behavior and load the tiles on the fly, as the player moves around the screen.

    Here's my work in progress to get an idea. Use the arrow keys to move around and mine through the terrain.

    http://www.imgfeed.co/c2proj/PocGen32x32/index.html

    Here is the scrolling method I'm using now:

    [attachment=1:2dpesfrz][/attachment:2dpesfrz]

    Here is how I populate the sprites using an array and draw only the area necessary. ( see the "between values")

    [attachment=0:2dpesfrz][/attachment:2dpesfrz]

    I'm in the process of trying lerp/scrollxy, however I would have to load 8 times the number of tiles to make the scene ready to scroll to...

  • Oh I've done this before.

    As you can see I just used the overlapping at offset condition. so when center is overlapped 100 pixels to the left of it the score increases by 1. You can use this condition multiple times to have many places where the object can be overlapped at offset.

    Don't forget you can use negative numbers for hitting the left and the right of the object (at offset).

    This helped greatly! I've tested it about 50 times so far and can't reproduce the problem. You sir, are the man!

  • I'm having a bit of trouble trying to get my player sprite to detected collisions with my current scrolling setup below:

    Basically I have the Platform behavior moving the player forward, with the player's position offset to the left (it's an endless runner game). However, when the player collides with an object that is set to destroy it, the collision isn't detected, and the player sprite just sits in front of the obsticle. Is there a proper way to offset my player sprite, while using delta time so collisions are properly detected?