sqiddster's Forum Posts

  • Savvy001, that capx is empty.

    newt I was thinking a fast-paced side-scrolling game - perhaps you are being pushed in one direction or something.

    procrastinator, I'm not too concerned about this as the game will be about fast navigation, not item collection.

  • procrastinator, interesting idea, but I think it would just ruin the magic once the player realizes.

  • Another thing involves avoiding seams in the algorithm - and that's what's really stumping me. That's why separate arrays like jayderyu suggested might not work.

  • R0J0hound, I understand what you are saying however I am very worried about using a huge array - won't that eat up the memory significantly?

    Keep in mind I don't care at all about persistence.

  • newt, it's supposed to be a minigame - not a huge endeavor. Mainly an experiment in mechanics. I can think of lots of fun gameplay additions with the infinite world mechanic.

  • Hey all,

    In a continuation from my previous topic, I have been curious about taking it to the next level.

    At the moment, my capx can generate a pretty decent random terrain.

    <img src="http://i.imgur.com/PjeG0.png" border="0">

    This only works for a set sized rectangle layout. Ideally, I want the player to be able to explore an infinite, randomly generated world. I don't care if going somewhere then coming back doesn't generate the same terrain - but exploration in one direction should be seamless.

    Is this even possible? I'm guessing it will involve shifting the array or something. Is it enough to simply destroy the blocks offscreen, while making the array huge, or will the array have to be resized to fit?

    Thanks!

  • Nimtrix, I'm sorry, I was editing the wrong file. It's fixed.

  • It's the general bilinear interpolation algmorithm - I don't know what its called, but you can see what I did in the capx.

    EDIT: Although... that DOES look interesting! Might make a good practice of recursion as well. Hmm...

    EDIT 2: But it won't work, because I'm hoping to have a large/infinite world.

    EDIT 3: I forgot to change a 5 to a 4. It works well now. I hate myself :D

  • EDIT: This has been fixed. In fact, I'm so happy with the solution, here's the capx for everyone to use!

    Hey Everyone!

    I've been working on an experiment to get a good procedurally generated level in C2. I've decided to start with a simple random noise, smoothed with bilinear interpolation, then rounded off for hopefully nice flowing terrain.

    The bilinear interpolation is giving me a headache however. At some points the result is looking OK but there are lots of incongruencies and artefacts, so something is wrong with my formula.

    Here's what it looks like now. (I haven't gotten to the thresholding yet, so obviously it's not going to look like terrain ;) )

    <img src="http://i.imgur.com/FzHhg.png" border="0">

    So, if some of the math brains would be so kind as to give this Capx a look, I'd be most grateful.

    *Cough* Yann R0J0hound *Cough*

  • I've been pondering about a minigame, but to me it seems like reskinning everything may be a problem. There are many games that are so tied their graphical style (Including the ones I'm thinking about) that to me it seems like some games might be boring and unoriginal in order to facilitate reskinning.

    Just my thoughts...

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  • Whiteclaws, you might want to update the title to 'fixed' since I'm pretty sure the issue was resolved in the Skype group ;)

  • OK, what about webGl effects? Are these allowed? What about custom webGL effects?

    EDIT: Another question - if it's for the Arcade, how are you going to get around the 10mb limit? Will there be a mb limit for all the games?

    Also, are you planning on reskinning the games to fit a common graphical theme or just leaving them as they are (not saying that would be a bad thing ;) )

  • Firefox should be able to play ogg.

  • What browser are you using? some browsers can't play ogg.

  • OK, firstly, if a user doesn't have a font, it won't work. Luckily you DO NOT need to resort to spritefont, however. There's a good tutorial here:

    construct.net/en

    That has all you need to know.