ome6a1717's Forum Posts

  • Cassianno - Truthfully I don’t see any other way of doing it.

  • Yeah, that’s what we ended up doing for some of the perlin noise.

    We scrapped the original randomization idea due to art requirements anyway.

    Nepeo - that’s amazing! Thanks so much for testing all that, it’s actually super useful to what we’re doing. I had a feeling it was going to be quite large.

    Fortunately we’re planning on trying to keep ~1000 x 1000 x 1, but we will end up needing a few of them (1 for biomes, 1 for sub biomes, 1 for bitmasking, 1 for objects, etc)

  • newt - It is hard once you start adding tons of conditions (enemy placement, terrain randomization, cave locations, harvest material locations, etc. etc.) Right now we're just trying to deal with creating x number of biomes with 2 simple rulesets of one being in the middle, and another being a concave biome always facing north.

    Running it from an exe was the only solution we could think of in our heads to solve the time it takes to randomize everything.

    For what it's worth, trying it in the C3 runtime takes around 35% of the time to randomize it, but the game crashes the second you move your character (before OR after the RNG), so unfortunately that's not exactly an option.

  • newt - I'm not entirely sure what you mean by per pixel. Basically, we are using functions to create seed randomization of tilemap tile numbers in a single XY array. Doing this is c3 takes about 10 minutes, and only takes a minute or two in unity.

    So the original idea was to export an exe from unity. include it with the game and run it secretly in the background to create a json file in the directory of the game. Then once that was created, we would load the tileArray data from the json file and delete it.

    Hopefully that gives you a bit more information.

  • The game I'm currently developing is (trying to) utilize an array that is ~1600 x 1600. This ends up being around 2.5 million cells. Long story short, we have to develop a 3rd party application that can randomly generate an array as a json file and then will load it into the c3 game from that.

    So to test this, I decided I'll make a new project with an array that size and save the json file after setting random variables (I'm doing this in order to see how long it will take to load it). However, I cannot download any array json file that seems to be larger than 400 x 400. It just gives me a "Failed - Network Error" on the download.

    I'm assuming if I can't download a file that large, it won't be able to load a file that large.

    SO - I have 2 questions for anybody who would happen to know this ASHLEY.

    1. Is there a reason I am unable to download that file? It doesn't crash when I try to download it, it just won't download.

    2. Is there a way to load an array from a binary text file? This would obviously be easier and faster to read.

    We're starting to really push the limitations of (c3? HTML5? not sure which one) and would love some answers before we have to give up!

    Thanks in advance.

  • NetOne - good call; it seems to be much smoother on export. Thanks!

  • NetOne - this is preview. I haven't tried exported yet (as I'm still waiting on the C3 runtime, so it's a bit of a moot point)

    I'll try exporting it and see if I have the same issue.

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  • Just curious - is anyone else getting a FPS drop of about 10-15 every ~5 seconds or so? My cpu is constantly hovering around 15%, so I know it's not that. There are maybe 100 objects on the screen, and the memory is probably no more than 100mbs (I also have a high end i7 with 64 gig of RAM and a 1080 GTX card).

  • - correct, but not if you're creating the object "by name".

    I think I have an easier way to manage it; basically I'm going to create families for all UI object-types, and then recreate EVERYTHING, and immediately after destroy what isn't being used. I'm slightly worried it will cause a hiccup everytime a menu is opened, but I'm not quite sure what else to do.

  • I'm creating a very complicated menu system, and I'm still figuring out where I want things placed, what size I want things, etc. etc. So I'm moving a lot of parts around, and would love to figure out a way to make it easier on me.

    Long story short, if I create an object by name, can I reference that object after it's created?

    ie:

    -Create Object BOX

    • Set BOX "instance var" to 1
    • Set BOX x to 0
    • Set BOX tint to "255,255,255"

    I'm assuming it's not possible, but just curious if anyone had a clever way to do it. I'm creating so many objects in my menus so I feel like they should be destroyed everytime you close the menu (and you can't recreate them initially because each menu on each layer shares items, so they get duplicated like crazy).

    Any input is greatly appreciated!

  • sebrosen - considering how bad valve ruined any chance for an indie delevoper to be noticed, we’ve done “okay” so far. Nothing like it used to be, unfortunately...

    But we are running a sale this week!

  • Zed2100 - I tried saving to a local file; it went to 100% but never saved the file. Doing some reading it looked like "saving a local file" means "downloading it" which you cannot do online.

    I can try saving the browser next time, but I believe the same thing will happen.

  • I was trying to work on my C3 project on a plane, and there was no way for me to save my project. Fortunately I didn’t lose a lot of work, but is this intended?

  • Also another quick tip, if you use SPAWN object, you can’t call and adjust any actions after it. Always use create object if you want to adjust positions or variables of that specific object.

  • - ah that makes sense, thank you!

    GenkiGenga - Nor did I! And you're right, it does say that in the manual. That is definitely something that should be bold

    Thanks for all your help!