jojoe's Forum Posts

  • Actually, you can grab the JSON data in an easier way....

    Draw the tile maps out in Construct 2 for the room.

    Then use an System.OnStart--------------browser.Download:Tiles as Json

    I am in a good mood, here is a template to learn from:

    https://mega.nz/#!sZBHHY5J

    Could just make 7 text objects, and copy and paste those strings into their text field. Then when it comes time to load a tile set you have it randomly pick one of the text objects to load the json string from.

    i highly recoomend learning and using arrays though.

    Have fun!

  • You should chop your concept levels into small bit sized pieces, and make a tilemap:

    https://www.scirra.com/manual/172/tilemap

    Things the player interacts with, like if they break the vases, should be imported as sprites. This way you can make cool physics objects or add animations if needed.

    you will need to make an in game editor, so you can draw the rooms back, and record the tile positions.

    After you make the rooms you want you can export the tilemap as JSON data. You can save this single room in an array objects slot.

    When it comes time to draw a room, you simply randomly pick a number, and dump that arrays index number to fetch back the JSON to load back into a tilemap object to re-draw whichever room you made.

    When a tilemap goes off the screen to the left destroy it.

  • Nice animation.

  • First game is much better than mine

    I like your current project too. Neat art style.

  • How about android save and load system?

    Should work the same way as described above. If not you can try saving the save .JSON string to local storage plugin. (I dont develop for android right now)

  • I would make a tile level editor for the sections that plots everything to an array. Then i would save the rooms array as .JSON strings so i could re-draw the arrays later.

    Durring the game run time you draw the arrays off the right side of the screen as needed. When the rooms are less than the left side of the viewport, then destroy them.

    When the player scrolls too far from X=0 things will start getting shaky, so I suggest giving the player a break to review the score, while you reset the map and the player position.

  • If you want some natural looking shapes, like for outdoor levels, you might try the Noise.js 3rd party plugin.

    The noise JS is nice for picking random numbers too.

    Here is something I made with the demo he posted in just a few minutes :

    http://voxi3d.comule.com/simlexgenerate/

    level uses Simplex noise, the ocean effect is a Perlin noise.

    Might be good for like a space level, jumping through an asteroid belt or something.

  • Do you have a capx we can evaluate? Maybe there is another approach to what you are looking for.

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  • Hi PixelRebirth Sorry for asking this after so much time but, I've saw your example about how to use it in a platform game like terraria and I didn't understand (I'm new to this concept)

    noisejs.simplex2(loopindex("x"), loopindex("y")) < 0.25

    While 0.25? What does this expression means?That this noise value will take place in that specific x and y coordinates?

    while temp = -1?

    etc

    Basically i didn't understand any of the values you put, what impact it does at the map generation and the conditions to destroy the blocks.

    Thanks!

    Well, i don't think he wants non-math geniuses to use this. He also did some things like 50+50 rather than just typing 100. Seems like he is trying to trip up non-math people.

    This is a really common thing people do on StackOverflow.com to make so people dont just copy and paste code.

    You can do the same thing to any expression, Eg: X=100-100+50-50+90-90. You can do this rather than say just say X=0.

    PixelRebirth Great plugin!

    added 3 blocks and a water effect:

    http://voxi3d.comule.com/simlexgenerate/

    Just hit space to re-generate.

    That was just 10 minutes of work, I cant wait until I have an entire afternoon to make a full fledged generator.

    Excellent plugin! Very fast!

  • Might need to use the individual objects rather than a family. Looks like you are calling them all rather than the one you touched.

    Might pass the UID to the function in a perimeter so you can pick the one you clicked on. Can also pass the click location and compare the nearest family object to the click.

  • You can also do this:

    Value-(Value%GridValue)

  • Wonderful work Reminds me of Claymation.

    Cant wait to see it in a game

  • Sort of addictive. Neat idea

  • ahr Ech

    Really like the art style, and animations.

  • Very cool - thanks for sharing!

    Hey No problem.

    Here is another older utility:

    http://www.bfxr.net/

    Not as user friendly, but you get some different tools to play with.