Arsonide's Recent Forum Activity

  • Twas not forgotten. I will be releasing it later today and releasing tutorial videos and updating the plugin as time goes by. As it stands, the plugin is $9.99 including commercial use.

  • So I took a two week hiatus for Diablo 3, but I'm back. The good news is that the plugin is nearly done, and I'm removing the commercial license. The plugin will cost $14.99, but that will include commercial use.

  • So far, the plugin has 85 actions, 45 conditions, and 25 expressions, and I'm not done. It's a doozy folks, but don't let those numbers intimidate you - it's very well organized. Everything you need to find is categorized for your pleasure. If you don't believe me, here's a screenshot!

  • I could probably arrange a demo plugin, with less widgets available. However, any caps made with that version probably would not work after buying the full version, as the ACE table would drastically change, messing up all the demo cap's events.

  • The library that Noise uses already has support for polar noise generation. I just didn't add it into the plugin because I never thought it'd be utilized by a Construct user, as it's more of a 3D thing. I can look into adding it to the plugin at some point in the future, but I've got kind of a full plate right now.

    libnoise is actually *much* more powerful than Noise, with all kinds of options and post processing stuff. I only implemented things I thought might be relevant to a Construct user.

  • Procedural you say...I'm interested. I also like survival games. I can assist with events as well as plugin work. PM incoming.

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  • I am appending this message at the end of all of my threads. A recent discussion with a friend has led me to a conclusion.

    Many of you know that my girlfriend went through a very rare form of cancer this year. One which only manifests in 1% of cancer patients, and is four times more likely to kill you. She survived it somehow, but recently the treatment center she was treated at has lost some rooms. If it weren't for that treatment center, she'd be dead right now. We are getting married in two weeks.

    A combination of things, including my readings into Buddhism, and my discussion with this friend, has led me to the conclusion that any further donations to any of my plugins are going directly to cancer charities.

    Most of you have noticed a few patches recently, and that will continue. I'm patching up the plugins I released this year, and then I'm releasing MUSE. After MUSE I am going to develop a toolkit cap designed to help people make roguelikes much easier, by utilizing all my plugins, as well as helper functions and examples. You can also bet your ass that I'm going to port all of my plugins to Construct 2 when it gets an OpenGL runtime.

    So your donations will encourage this further development, and assist in cancer research. Right now the link to donate isn't in this thread, but it is in the threads for GridTree and Noise. There will be one here when MUSE releases. That is all I have to say.

  • I am appending this message at the end of all of my threads. A recent discussion with a friend has led me to a conclusion.

    Many of you know that my girlfriend went through a very rare form of cancer this year. One which only manifests in 1% of cancer patients, and is four times more likely to kill you. She survived it somehow, but recently the treatment center she was treated at has lost some rooms. If it weren't for that treatment center, she'd be dead right now. We are getting married in two weeks.

    A combination of things, including my readings into Buddhism, and my discussion with this friend, has led me to the conclusion that any further donations to any of my plugins are going directly to cancer charities.

    Most of you have noticed a few patches recently, and that will continue. I'm patching up the plugins I released this year, and then I'm releasing MUSE. After MUSE I am going to develop a toolkit cap designed to help people make roguelikes much easier, by utilizing all my plugins, as well as helper functions and examples. You can also bet your ass that I'm going to port all of my plugins to Construct 2 when it gets an OpenGL runtime.

    So your donations will encourage this further development, and assist in cancer research. The link is in the original post. That is all I have to say.

  • UPDATE: I have released a new version of this plugin with some exciting new, slightly experimental options. There are four new actions that will assist you in changing the GridTree. Allow me to explain.

    Imagine you have a grid representing a forest of trees, but your player wants to chop one down. Before, you'd have to keep track of this change the player made, save it somewhere, and overlay it on top of GridTree's procedural data. Now, GridTree can do all of this for you.

    There are two actions: set value at, and revert value at. These actions will ask you what grid you're referring to, what data type you're referring to, and what position you are referring to. If you set the value there, GridTree will now output that value that you set there instead of it's procedural data. This will allow you to "cut down a tree" so to speak. If you want to revert the change, that action is there as well.

    There are two more actions available as well that save the entire GridTree to a file, including all of your manual changes...and another to load this file into the GridTree.

    This expands the possibilities of the plugin quite a bit. I hope you guys like it. There is a new "advanced" example in the zip that shows off these features, with comments and stuff. The example actually is a procedural forest with trees you can chop down. Keep in mind this is still in alpha, but is now back in active development. Please reply with any gripes, complaints, or praise, or bugs, or whatever. It will help me as I continue to develop this.

    The download link in the original post has been updated. Here is a short video showing the changes. They're kind of hard to recognize, but they're there: video. There is a known "bug" in which after you load a file in the example cap, the editbox doesn't update to show the new seed. The seed changes internally, it's just the editbox. I'll update again soon with a new expression to fix this.

    SIDE NOTE:

    I am appending this message at the end of all of my threads. A recent discussion with a friend has led me to a conclusion.

    Many of you know that my girlfriend went through a very rare form of cancer this year. One which only manifests in 1% of cancer patients, and is four times more likely to kill you. She survived it somehow, but recently the treatment center she was treated at has lost some rooms. If it weren't for that treatment center, she'd be dead right now. We are getting married in two weeks.

    A combination of things, including my readings into Buddhism, and my discussion with this friend, has led me to the conclusion that any further donations to any of my plugins are going directly to cancer charities.

    Most of you have noticed a few patches recently, and that will continue. I'm patching up the plugins I released this year, and then I'm releasing MUSE. After MUSE I am going to develop a toolkit cap designed to help people make roguelikes much easier, by utilizing all my plugins, as well as helper functions and examples. You can also bet your ass that I'm going to port all of my plugins to Construct 2 when it gets an OpenGL runtime.

    So your donations will encourage this further development, and assist in cancer research. The link is in the original post. That is all I have to say.

  • I have updated this plugin to no longer require any tinkering with the DLL. All you have to do is extract from the zip and it'll work out of the box.

    This also means you do not need to distribute it with your games. It works just like any other plugin now.

    Do keep in mind, however, that you need to extract everything from the "CONSTRUCT" folder in the zip directly to your Construct folder, overwriting the old version. The download link in the original post leads to the new version.

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Arsonide

Member since 5 Dec, 2007

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