Gillis's Forum Posts

  • My latest. Herringbone wang + advanced random cloud proc gen+ digging, procedural caterpillars. random key doors. Just getting started.

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  • Neopeo,

    This is an excellent explanation. I will apply this logic. I reached a similar conclusion based on trial and error and am having a lot of fun with this plugin. It is very powerful

    Thanks,

    Gillis

  • Congrats. That is truly amazing!

  • Nice work. Great choice following you own instincts! Noise is noise.

  • Have you noticed any best practices for using advanced random for procedural? I am implementing a modular herring bone wang style map layout. i have been successful but noticed that loading arrays from jsons seemed to derail the consistency of the seeds. Perhaps because there is delay to read the files causing things to occur on inconsistent ticks? Therefor I preload all randoms as the very first thing..

    nothings.org/gamedev/herringbone

    I was loaging the next layout prior to changing the seed. This is not really an issue it seems.

  • Just started working on my next game SEED. Procedural builder dungeon crawl.

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  • That fixed it ROJO. Amazing.. This isn't the first time you've bailed me out. Thanks a lot!!

    Gillis

    Check it out:

    I think I learned how to do bitwise from you and you helped me with pathfinding too. Thanks again!

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  • Hi all,

    I have a game engine I am working on. It is a simple procedural level gen with platformer behaviors. Each room has 2 doors (except the first) Each room number acts as the random seed. (Using advanced random) You can go between rooms. The exit is always lowest - right room.

    I am attempting to save the changes in an Array, Dict, or token and then re-apply them when you come back to a room.. this also works... Except i noticed occasionally an array entry would be missing. I tried using an Array, Dictionary, and token solution, but to no avail. They all miss the same value. This led me to believe that that issue is not with the array but with my code.

    I tried making it not delete terrain until I verify the array to ensure the value exists... this is why i am so confused. I verify the array value exists but even then it is occasionally not written. I tried adding a green overlay so i can see the Terrain Changes array real time.

    • left stick left and right
    • Gamepad A = Jump
    • Right Stick aims rock saw
    • Left Gpad trigger starts saw

    Sorry.. right now all I have is gamepad support. and i hope the jump is high enough to get around. I took a lot out of the game to attach this.

    Hoping someone know what i messed up?

    ***There is a section call "Rock Saw" that handles the level destruction and storing of arrays, dicts, and tokens

    DROP BOX TO c3p

    https://www.dropbox.com/s/gdl6nm1c5j2o66g/SEED.c3p?dl=0

    Thanks,

    Gillis

  • Thank you!

  • I think because i imported the project as a capx it may be limiting what objects are shown under other because I can see the advanced random in new templates.

    No biggie.

  • OK. I was just reading about that. Thank you.

    construct.net/en/make-games/manuals/construct-3/plugin-reference/advanced-random

  • I would like a seeded random for C3. Anyone working on this one?

    There was one in C2 called "SeedRandom"

    davidbau.com/archives/2010/01/30/random_seeds_coded_hints_and_quintillions.html

    Making a game similar to dwarf fortress and need to persist random seeds

    Thanks,

    Dan

  • I second this request. This would be great

  • Nice. If you end up having to move things up consider defining families of objects to make it easier. It sounds like you got it!

  • thank you. pretty nice guys