Somebody's Forum Posts

  • I'm actually aware of genetica - and while it's a good program it has certain downsides - not being available on a tablet being one of them, followed by that "uncanny valley" look that comes from using photographs and realistic generated textures.

    Let me give a relateable example - I took the liberty of imagining a scenario where you'd like to have a larger "forest" of those green platforms in your game - you load that single platform image, set the angle and hue variety and in about a minute you get this (this is actually a 2x2 of already generated images, so already tiling):

    Another usage scenario I hope to implement is making corners and such easier by being able to "trim" the existing pattern by deleting separate objects. So you basically generate a square seamless pattern and then "slice" off corners and get several varieties, all tileable.

    Actually thanks to you mentioning Genetica I had the idea of adding a warp layer so you could distort the bottom images with adding more on top. That should give even more variety.

    Also changing the UI to give more control over color variety - that way it will be possible to create a huge variety of surfaces. My current project involves a bird's eye view so having seamless yet not too patterned tiles is important.

  • Hi, all. I constantly find myself needing seamless textures and yet taking existing images or trying to draw your own mostly results in crappy results with visible patterns, etc. Random generation to the rescue!

    It's super-terrible coding wise for now so hopefully together we can shape it into something usable and useful to the community here. Check out the current version:

    [attachment=2:2k1bxmk2][/attachment:2k1bxmk2]

    Button controls from left to right:

    Add single item

    Add items continuously

    Delete single item (doesn't work yet)

    Delete all items

    Save state (doesn't work yet)

    Load state (doesn't work yet)

    Export PNG

    So the basic idea is to have a decently sized library of different base items - then you set parameters for them, such as min and max size, angle randomness, color adjustments and off we go:

    [attachment=1:2k1bxmk2][/attachment:2k1bxmk2]

    [attachment=0:2k1bxmk2][/attachment:2k1bxmk2]

    Doesn't look like much so far, but with more variety for elements and some UI changes it could be rather neat.

    Known issues (I might need help with):

    Export exports the current canvas size, but if I try to change the canvas size beforehand it still exports the whole thing. Is there a way to export just the square part?

    There are no other elements to pick with the buttons at the top for now.

    The color variety buttons need to become dual just like size - this is coming in the next version.

    The way the sliders create values is terrible - is there a better way?

    Ideas for things to add:

    Item families - like rocks with different shapes, metal plates with different looks, etc. And then those get picked randomly.

    Ability to load your own base image - can C2 do this?

    Open to your suggestions as well, of course.

  • You could probably check the distances between the door and the player - just do it only when E is pressed so there's no unneeded resource use.

    So basically:

    [attachment=0:1p5k0vbf][/attachment:1p5k0vbf]

    Add whatever makes sense to opening the door. You might use a private boolean variable like "Open" to toggle it opening and closing, etc.

  • I'm asking if sub objects from spriter are somehow accessible to events. Like, say, a hand of a character.

  • This is a little specific, but their forums don't let one sign up currently (some bug) so I'll ask here:

    Is it possible to pin sprites to a sub-object (say a limb) of a Spriter animation? How would one do that?

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  • Perhaps you can use it like this - if that basket is the only thing that needs moving then forcing the user to drag on an exact point on it might be annoying. Just adjust the speed by changing the dt*XX value and find the right balance.

  • It certainly helps to have a bit of that programming logic - to understand how "computer logic" works, what loops are like, etc.

    Hard for me to tell, since I had been programming for a good while before using C2, but it just cannot be beat for SPEED from idea to something testable.

  • My device in this case is a Sony Xperia Z Ultra - it has soft buttons so to get a back button one needs to swipe down which is a bit awkward. And it does rotate to landscape.

    And I did just get to the "timed" cubes - that is pretty cool. Is this gameplay in general an original idea of yours or is it based on something? Because it's great and a great fit for mobile - deserving of success similar to "Threes" or such.

  • Yup, for the current low price ($29) it's a very impressive piece of software and any additional features are just a welcome extra.

  • I also just purchased it today, watching the tutorials seems like the best way to get started. For now it works with image parts, as they state "Deformable sprites (image warping) COMING SOON" - which should be really cool, hopefully it's not too far away.

  • Well, the program actually offers you a series of video tutorials on startup, why not start there?

  • It's a pretty nice concept, quite well executed. The gameplay is addictive, the art nicely functional - hopefully you do well with it - it would be deserved.

    Some observations:

    At times it' s a little slow in menus - not sure if it's C2's fault or your approach (perhaps it's ads preloading?). Otherwise it's nice and fast.

    The game field is vertical, perhaps make sure it's locked to that orientation?

    There' s no way to exit the levels screen - perhaps add a button there?

    It would probably make sense to have music throughout the non-game sections, not just level selection.

    It seems to stay fairly active when in background, but I guess that's once again C2's/export system's fault

  • Just spawn a bunch of objects (use system repeat condition) with the bullet behaviour, set their angle to random(360) and add any actions you need for destroying whatever they touch.

  • I'd just overlay that shine as a transparent image over a tiled bg (which changes size) if you really must have the stripes.

  • My solution also overcomes possible lag issues, etc where there's a chance of "skipping" the exact figure. Modulus was the first thought here as well, but then I thought "what if he score isn't perfect" - hence that solution.