RafaelMatos's Forum Posts

  • R0J0hound

    Could you explain me this formula?

    if (3+rnd1*1)*sin((1.5+rnd2)*360*Array.CurX/40+rnd3*45)+15 < Array.CurY

    Are all the values arbitrary? Why greater than CurY? Also, I don't see you using Seed here. I'm struggling with this plugin and with all your formulas to make things work.

    I'm attempting to give up because my math skill isn't great.

    My idea for the game is to create a sandbox world. To do that in C2 I need to move everything, instead of moving the player right? So if the player "move" to the Right, the world have to move to the left, eventually the first column of the array will be deleted to give space to the last column on the right to update the map. The same if I'm going down. The perlin noise and all your examples allow me to do that, right? If so, could you explain me a bit about the formulas and what they represent? I'm really lost right now, specially with these arbitrary values.

    Edit: Also it seems that these formulas rely on the CurX and Y. In my limited understanding, it seems that it wont generate new terrain but repeating the same as the last pattern created in that same X and Y because all the values are the same in this case - rnd variables, the axis...

  • R0J0hound

    I'll try to learn from your example. Thanks

  • 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!

  • I'd recommend using the noise plugin:

    It lets you use perlin noise which is the basis of Minecraft's terrain generation.

    I did some research about this perlin noise. Could you please sum up the subject for me? All the video tutorials about this method is in english and my spoken/listen english isn't that good to understand such a complicated theme. Also, I'll look at it for sure but this plugin is for it or just can be used for this?

    Thanks

    Edit: I'm looking at it and I don't see how it could be helpful to create random terrain in a platform game using tilemap/array. I can see that the different shades is used to represent something else, but I'm not getting how to use this plugin and this "clouds" and translate to my tilemap which is dependent on what tile was placed before because they have a sequence (e.g after tile 2 I can place tile 3 on the same Y or 4 with Y-1 regarding to the last tile position)

  • Magistross

    Actually I was thinking about something like this.

    Each letter would represent a previously created small pattern. But if, in this randomization of seeds, happens to occur two same letters in sequence, it would represent a bigger pattern, like an evolution of the small pattern represented by the letter A.

    Would be really painful to create all these patterns before start randomizing anything, but after that the possibilities is huge.

    Also I'm only thinking about the simple part of the terrain( the "silhouete" - It's a platform game). I didn't think about other elements on the map yet.

    The idea behind of all of this is that I'm trying to create a game where you can go from planet to planet and find different terrains, materials and animals/enemies each time you explore a different planet.

  • Magistross

    Well, I'll try translate this method in construct 2. I can see that it will be a really tough task but I'll try.

  • Magistross

    I was looking at it and I found a method using seeds, where you randomly generates this seeds (a sequence of letters) and then this seed will generate the map. It means that this seed can be saved to generate the same map over and over. It's awesome because u just need to save the "trigger" that created that kind of world and not actually the whole world. But then it starts to be really complicated and I don't see right now how to use this method with arrays and tilemaps in construct 2.

  • Javascript's numbers are stored in 8 bytes of memory. Assuming your array is filled with 100 000^2 of these numbers, it would consume roughly 80 000 000 000 bytes of memory / disk space. In terms of megabytes that would be 76 294, which is far too much for anything practicable.

    For large scale "infinity"-like map, it's much better to work with "procedural generation" and only save alterations to the map (if any).

    You mean to don't keep stored what was already created? If so how can I generate what was discovered by the player before?

  • I have created a basic map generation. Basically this system randomly creates all the terrain, but i dont want a fixed layout where you can reach the start and the end of the map, I want to create something like a sandbox game. In order to do that, instead of my character moving, all the rest of the map needs to move to the appositive direction, so if I jump, the character don't move but the rest on the screen will move down. If I walk to the right, the map will move to the left and so on. The problem is that i don't know how to do that with tilemap because I can't just work with it's width and height like a tiled background would work.

    Also, I'm using array to make it possible. I thought about having an extremely big array and start feeding it in the middle of it's width and height and then make this transition about what is shown in the tilemap and what is deleted as it goes away from my view.

    Obs: the array should be, in any situation, extremely big in order to feel like a sandbox so the player couldn't reach the start or the end of the map, so it would feel like an infinity map.

    To sum up, how do I create an "infinity" map using tilemap and array?

    Edit: Which's the limit of width and height of an array? How much megabytes would have my savegame if this array had 100k of width and height filed?

  • mindfaQ

    But that's what I want. I just don't know how to properly test it this way.

    Edit: I tested using chrome and nw.js. Pretty nice . But I don't know if it's me testing a real multiplayer experience or a just local experience which wouldn't ever be compared to a real experience where both are miles and miles away from each other.

  • I'm reading the tutorials of how to make multiplayer games. Right now I'm going to study the chat room template. However, I don't have anyone to test it.

    So is it possible to test multiplayer games opening two versions of the project on my Pc and simulate the data traffic between two persons?

    I know that the perfect test would be with another player, but right now i'm just seeing how it works.

  • Colludium

    I'd love to see an answer from Asheley about this

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  • >

    > Some of you guys have launched any game on steam? If so which compiler did you use and how is it's performance?

    >

    I've got a release on Steam with C2, NW 10.5, nobody has complaint about lack of smoothness. It runs 60 fps locked, even on pretty old hardware. Most of the complaints are due to game-balance (too hard mostly).

    C2 is perfectly capable of running a very fast paced arcade racer smoothly:

    http://store.steampowered.com/app/332250/

    C2 is also perfectly capable of running a very complex game smoothly:

    http://steamcommunity.com/sharedfiles/f ... =513945382

    The most annoying thing for PC build is in fact we still have to rely on NW 10.5 because Steam GreenWorks doesn't get updated.

    And I just don't know why because C2 is able to make any 2D games. It's powerful and we have good selling platforms that facilitates for all of us. Steam is a mother for indie devs and a huge "self-publishing-promoting-InsertMore" with almost any need to pay. I don't understand why. It should be treated as a more importantly thing because why would someone care about invest so much time and effort to complete a good and polished game for PC if, in the end, scirra doesn't fully support the integration with the biggest selling platform for PC?

    Greenworks plugin is not working? That's something that should have be watched. I bet that there are many people developing games for steam... I mean, it's the main and almost the only really good platform for indie games on Pc. I know that there are others, but nothing like steam.

  • Aphrodite

    I also don't know why it seems that they don't really bother about supporting PC games. C2 also fail hard on mobile due to lack of performance. So,imo, C2 don't grow more because of this. While it's a super nice and powerful software, it fails on getting the game a nice performance and support to export it. And I think that mobile games scenario for c2 is the worse because for Pc you can rely on the fact that PC, in general, has a really good hardware... good enough to make poor performance get unnoticed most of the time.

    I'm working in a PC game project, with plans to, someday, release it on steam and some other platforms, so I keep wondering all the time if the game will be possible after months, even after exporting using NW 10.5 and compiling it.

    >

    > >

    > > But it isn't, evidently, as you already mention. HTML5 games just doesn't cut it (yet?) when it comes to a "smooth" experience, native exporters feel more "snappy" and responsive.

    > >

    >

    > Only for a few of the broken Chromium versions. NW 10.5 is very smooth and snappy.

    >

    > Did you guys hear about 2K Games's Bioshock on iOS? It was removed. The recent iOS update broke the game. O_o

    >

    > So it's not just us little guys that get screwed over for problems created by Apple or Google.

    >

    10.5 was still not as smooth as cc.

    Some of you guys have launched any game on steam?If so which compiler did you use and how is it's performance?