lYTMAESTRO's Forum Posts

  • 11 posts
  • My last post is correct, as you can see in the last picture the 0s above and below 3s have different values Now to re-wright lots of other things using the old bitwise, fun fun.

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  • I Just thought maybe I should bitwise the 1s instead because the issue with my current bitewise is that im not actually using the bitwise to tile because the way it is set up now makes horizontal walls and vertical walls have the same value so I cant easily refer to which on is the cieling or floor, or left or right of a wall.

  • Also so you know everything that is not a wall has a value in an array of 1 or 0, 0 meaning the value was never changed so I can easily refer to a tile with 4, 5, 6, 12,ext. with 1.

  • So basically I have this procedural generated dungeon which uses the bitwise method on walls and I cant figure out an easy way to set the tiles to corners, inverted corners (with black next to them) ext.

    this is what im working with, not really sure how to check each tile around a tile then set it to the correct tile as if I added another sub condition it would just tile over what was just done. I think I need to check each side then compare what they are afterwards in some long ass algorithm. Let me know if there is some easier way of doing this.

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  • OK, I think I finally got it with making a family called RoomFam. I again referred to RoomInside in the next event but I needed to refer to RoomFam again instead.

  • I actually cant seem to get the family to work yet gotta keep messing with it.

  • I think i Solved it by calling another function after it is equal to "Shop".

    Now I just want to know if anyone can tell me does that RoomInside that just called the function pass through to the function so if I refer to that RoomInside.IID it will be the one the function called? because I just moved the second pick RoomInside event into the function and it appears to be working and I didn't add a parameter RoomInside.IID and refer too that which is how i have been doing things mostly.

  • My bad, the object is RoomInside not RoomWalls.

  • Basically ive been messing around with these conditions which it doesn't seem to actually work when RoomWalls is actually equal to "Shop

    I need to pick the next instance of an object up from what i just picked but i'm not sure what other way to try.

  • dop2000 It was still an infinite loop without it but I created some solution with a few variables but it wont let me upload another picture to show results for some reason.

  • Basically I want to create a random amount of WaterPools for each Room that I have but I can only seem to get infinite loops. I have a picture of one of the events that ive been tweaking that is just an infinite loop. Does anyone know what im doing wrong?

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  • 11 posts