Arsonide's Recent Forum Activity

  • There's the release - be sure to read the last few paragraphs of the post. I updated them with a little more new information. PLEASE post any crashes you experience.

    Any runtime funkiness can be reported as well, but please only report after you've checked it out in debug mode. Sometimes GridTree will return DEFAULT values if you are trying to reference things that don't exist or something, and this can cause runtime funkiness. This is to prevent your program from crashing, and it can be hard to identify, so if you are having some weird problems, click on debug mode. It'll tell you what's going on. If it does NOT tell you, then report a bug here.

    Enjoy guys! ON TO MUSE! MY PATH OF DEVELOPMENT NEVER ENDS MWAHAHAHAHA.

  • Grid Tree release is imminent. I could probably release it now, but I'm going to spend the night searching for bugs and writing a better, less conversational guide. Also I've noticed releases always tend to go better if I don't do them at 3AM. Probably going to write an example cap as well. The example cap will not utilize Noise. Sorry. The benefits of using the plugins together are great but I want to display GridTree alone on its own merits.

    The first release will probably be very unstable regardless of how much I test it. I want you guys to be brutally honest about any crashes you have. I am trying to make the plugin uncrashable - if you try to access data that doesn't exist yet or something, the plugin will simply refuse to do so. If you have debug mode checked, it will also alert you that you are trying to do something undefined.

    Expect it tomorrowish!

  • Instead of putting "score" in Event 1, place global('score').

  • There are not that many complete titles utilizing Construct, but that is not because Construct is too buggy to facilitate game creation. It's just because the community is relatively small compared to Game Maker or MMF2.

    I suggest checking out TowerClimb. That was made with Construct.

  • Construct Classic is now open source, and there is still a powerful community backing for it - at least until Construct 2 becomes more feature complete. Even after that I'm sure some of the community will stick around due to various licensing and technical issues.

    There are still a plethora of programmers working on plugins and patches for Construct Classic, and more pop up every day.

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    Yet another thing I'm working on. Part of MUSE is much simpler to understand, and part of it is a little more complicated. If you choose to ignore the complex part, is basically a large collection of name generators from scifi, fantasy, and real world cultures. It can also generate the names of several kinds of places and several kinds of objects. Everything from african tribal names to feudal japanese and space faring insectoid races. These random names are seeded as well. All of this is pretty easy to understand, and it's difficult to see why I would want an entire plugin dedicated to this seemingly simple function. That's where the complicated portion of MUSE comes in.

    MUSE is a prose generator. Not that it generates prose FOR you, but it can help. Whereas GridTree can easily help you layout geological things - MUSE can help you easily layout chronological things. You pass MUSE the current time and a seed, and the general period of the data you are looking for. Period is kind of like, how long each portion of this data lasts - weather would be shorter periods, while things like political changes and species extinction would be much much longer. MUSE will then tell you the current state of the world based on the time you gave it. (If it's raining, who is in control, etc.) So say for instance you passed it the REAL WORLD time, then things would happen while you aren't playing the game. While you sleep. Say you passed it the time elapsed since the game started - then the game would pause while it was closed. There are two modes that MUSE can run in in this way - one generates a markov chain of "states", as I explained above, which describe events. The second method is going to output you a list of numbers. Explaining this one will require a picture, since we call it the "falling elevator", and the picture will explain why we call it that better than I ever could.

    The picture is rather large, so here's a link to it. Notice that in the picture, the elevator is as tall as three floors. This represents the list of numbers that MUSE will output to you. As you can imagine, the elevator only travels in one direction, which we call "gravity" but for this example we will call "time", and as it does so, older numbers fall off the top end of the list, and new numbers appear at the bottom of the list. Whereas the first method of MUSE will tell you the state of the world, this could be used for a list of entities that come and go. You can even ask MUSE how old an entity is by seeing where on the "elevator" it currently is. So if these numbers represented NPCs for example, the ones near the top of the list would have more gear since they've been in the world longer.

    You can explain them disappearing from the list however you wish. In Void Runner our ships have a small chance to appear as wrecks on planetary surfaces rather than ships if they are on the very top part of the list. This creates a story for the player. For most of the ships however, they simply disappear, and the player needs to fill in the blanks. The pilot moved on to another sector, or whatever.

    The main purpose of MUSE is the chronological stuff allowing you to generate procedural events and histories - the procedural names are icing on the cake. I've been working on it for a bit as a side project. I am working on MUSE and GridTree side by side as my time allows and my interests change - so it is quite likely that both of them will come out at around the same time. I figured this also merited an introduction thread since it will be out around the time of GridTree.

  • The algorithm is imperceptibly fast. However if you are polling it a LOT (such as for every pixel on the screen, in the aforementioned CaveEntrance example), then it's going to be slow no matter what, since you're running two long loops.

    With Void Runner for objects on planets (rocks/trees/etc) rather than poll based on position, we use another one dimensional array. The first number signifies how many objects there are on the layout, and every even number after that signifies an X, and every odd one after that signifies a Y. This is kind of like storing the objects individually in an array rather than storing their positions. It's much faster.

    You could also poll at a set grid rather than at each pixel. (So at every 100th pixel, or whatever).

    I also would love to make it possible to poll a 2D area and have that return an array if possible - but I need to look up how to do that. That would make looping practically unnecessary.

  • I can add that to the description. You don't need to change more than one option with the Adjust actions. You can change one, two, or all of them. I did that so the actions wouldn't get cluttered.

    However, if I group them all into a Tweak section, it won't be so bad. I'll look into that.

  • I've been talking about Infiniscapes and Combobulators and GridTrees now for a long time. Now the plugin is getting close to release, so I figure that I should post a thread. It's not quite ready yet. I'm still trying to make it as user friendly as possible, but for the moment I thought a simple guide on how you can use GridTree to help you generate infinite worlds would suffice as an introductory thread - so here it goes. This might get very conceptual and confusing, so bear with me till the end - it WILL be worth your while. I promise.

    GridTree is a data structure. It is a nested tree of grids that represent data that already exists. You can use this data to create persistent worlds that don't have to be stored in memory. With GridTree you start with a grid, and you choose a point on that grid and move down - and that point expands into another grid. A grid of WHAT you say - a grid of seeded pseudorandom numbers that define what you are trying to represent - be that a small island, a city, a world, a universe, or whatever. This will make more sense as I explain it - I hope.

    The example I'm going to be using frequently throughout this thread is CaveEntrances on Planets. Say I would like to place cave entrances randomly on each one of my planets in my game. There is a 50% chance that at any given point on the Planet layout, a CaveEntrance will spawn. (That's a lot of cave entrances, but bear with me for the sake of example.) There are a lot of planets - and each planet is stored in a System, which in turn is stored in a Sector, which in turn is stored in a Universe. That's a LOT of planets to store - and a hell of a lot more cave entrances! How can GridTree help me out here?

    <img src="http://content.screencast.com/users/Arsonide/folders/Jing/media/39b17d8c-a48b-423c-b630-eccbfaabd83a/2011-05-05_0319.png" border="0">

    When you first create a GridTree - you will be staring at the properties. Here you will define your top grid. The top grid is static, and represents the BIGGEST representation of your area - worlds, universes, etc. The size is how many points are in that grid - so for this example each one of those points would be a Sector. But wait Arsonide! You said this would help me generate INFINITE worlds you liar! Why is the top level sized?! Well, due to memory constraints, we can only poll out for data about 4,294,967,295 in either direction (positive or negative) before things start to loop. Every game has this limitation, including Minecraft. The cool part about GridTree is that you can go down to subgrids to expand your worlds exponentially. In Void Runner our top level is only 100x100, but each one of those points is full of sectors...and each sector full of subsectors. You can keep subdividing it as long as you like in this way. You could theoretically reach the end of the universe, and if you did I would personally send you a cookie, if you hadn't died of old age at that point. Back to the subject - before we can actually read data from a Planet, we need to define all of the grids between where we are now (Universe), and where we want to be (Planet). We do that at runtime with an action.

    <img src="http://content.screencast.com/users/Arsonide/folders/Jing/media/a42d991b-c526-44df-a142-2cf6ea4043b7/2011-05-05_0321.png" border="0">

    You will notice a new term here: "depth". Depth is how far below the top level you are digging into the tree. The only time you ever need to think about this is when you are setting up your grids, but it is pretty self explanatory. Notice how the depth rises as we go down. You can probably guess that our top level (Universe) is at depth 0.

    So now our grids are set up and ready to use! Huzzah! However, before we can pull data from any of the grids below the top level, we have to set our position on each grid. This is very simple to visualize - and is done with a second action.

    <img src="http://content.screencast.com/users/Arsonide/folders/Jing/media/6f1592dd-2cdd-4327-8939-36e106d75bf5/2011-05-05_0323.png" border="0">

    That is your position on each grid. So now we know where we are looking at for every single layer down to the planet. It would read kind of like this: Sector (3903, 390235), System(5, 4), Planet At (5005, 3533), Planet Position: (3356, 3363). Now in Void Runner we actually only use one dimension of System - to define the orbital pattern. So to define each planetary orbit ( [0,1] first from the sun, [0,2] second from the sun, [0,3] third from the sun, etc.) I say that because a grid does not have to be two dimensional if you don't want it to be. It can represent whatever you like. In this particular example those numbers are high because those are the position on the layout that that planet occurs at.

    Now that our positions are set up correctly, we can pull data from any of these grids! Any of them. If we wanted to view a sector map, we could pull a list of all the sectors around the one we are at. If we wanted to check and see if a cave was at a particular position, we would do it like this with an expression...

    <img src="http://content.screencast.com/users/Arsonide/folders/Jing/media/1a462dc4-022a-4d08-995d-43958bf873c1/2011-05-05_0327.png" border="0">

    So at that particular point we check if there is a cave entrance. There is a 50% chance of this occurring. Keep in mind if the player moves up a grid, that you will have to reset positions. polling any grids below the positions you have set will not work.

    So WHY is all of that necessary, you ask. Well some things are just too large to store in memory. GridTree automatically gives each grid its own seed, and every grid seed is based on the one above it...all the way up to the top grid...in this case the universe. That means that any time you come back to a particular planet and check that position - the cave will always be there. You're not storing the entire universe on a hard drive or in memory - you are letting GridTree worry about all of that for you. All you do is set up the grids, maintain your positions on them, and pull data. Your world will remain persistent. If you change the seed, the world will change with it.

    These numbers remain persistent, but what can you use them for? Well imagine that we seeded Noise 2.0's planetary noise with the top level seed of GridTree. At that point we could use the camera position of Noise to poll GridTree for information about things like bushes and trees within each screen on the planet. You could also have a small chance that each screen could have a city in it. Buildings in a city could be their own grid, and GridTree could hand out seeds to each building that designate where the furniture inside that building should be arranged. GridTree seeds could determine the weather of a particular planet, or what sort of animals spawn there, or what factions spawn there and if they are at war - and in that particular planet these things will NEVER change despite being completely procedural.

    GridTree expands your horizons. Alright, this might be a bumpy release, because there is a lot of experimental stuff in this at the moment. Until I'm satisfied with the testing it's gone through, I'm not going to dress it up very much. No readme, just the plugin and the example cap. I'm also keeping this in the Work In Progress forum until I consider it stable, which probably won't be until all of my projects are complete, so expect the WIP forum to fill up a bit. <!-- s:P --><img src="SMILIES_PATH/icon_razz.gif" border="0" alt=":P" title="Razz"><!-- s:P -->

    By the way, if some of you are confused about the "Auxilliary Generator" that is simply a seeded random number generator. It is in no way associated with GridTree, it's just there as a utility.

    I tried to make this uncrashable, but in all likelihood you guys will find ways to crash Construct with it. IF YOU DO - POST WHAT YOU DID HERE. I will fix it. Debug mode is there to help you figure out why things are acting funky for you if they are. Most of GridTree's problems happen at runtime, and if you enable debug mode, it'll pop up messageboxes at runtime telling you what's up.

    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.

    Download GridTree!

    Donate!

  • It looks like you are elsewhere rounding somehow, but I may be wrong. PM me the cap, and I'll see what I can do. If it's a bug I'll fix it, if not I'll fix your cap up for you.

    Also, just an observation. It's hard to tell, but the tiling of those two images looks a little off. Did you manually move the camera on that second image? If you did, it looks like you only moved it by the camera size. Keep in mind that to fully move a screen, you have to move CameraSize*2 in a direction. Camera size is a radius, not a diameter. If that makes any sense. Moving in a cardinal direction handles all this automatically. On second glance it looks like tiling is enabled on both of them, in which case camera movements won't matter at all, since they tile on themselves regardless of surrounding noise.

    Now I really need to see the cap!

  • I have renamed Infiniscape to "Grid Tree", and have been lightly working on it amidst many other projects. Grid Tree describes the layout of the data structure better.

    Noise could probably do biomes, depending on your layout, but it will not help you generate enemies or timelines. GridTree will help with those things. For now you can look for a plugin with an integrated Mersenne Twister. I know S has a Twister expression called "Seeded Random". Seeded random is what you are looking for. The difficult part is making sure your seeds stay the same within a given area of your world - and that is what GridTree does. It keeps track of seeds for you and gives them geography, so certain seeds pop up for certain areas.

    For TIMELINES - with my rudimentary version of GridTree within Void Runner, I utilized the UnixTime plugin. UnixTime will output a unique number for every second up until 2037 or something, so it's very good for what I call a "chronological seed". I utilize UnixTime with GridTree to give the chronological seed geological importance (simply by adding the seeds together in any way, or multiplying, or subtracting, whatever as long as they are mixed in some way.) You don't want every second to have a unique weather though, since weather has duration, as do historical periods and such. So what I did was generate what is called a Markov Chain with simple periods and random sizes: "||||||xxxxxxxx|||xxxxxxxxxxxxxxxxxxxx|||||||". We have a more complicated version of this that we use for ship AI that moves the ships around in the universe before they eventually despawn by getting destroyed. Instead of simple binary on/offs, you start at a position and the future points determine directions you move. "x^^><v^".

    Until GridTree is released, looking these things up will definitely prepare you for what you have to do. I am working as hard as I can, but I have many things on the pot right now, including GridTree, Muse (generates names and stories), and a patch to the Dungeon Generator that will let it generate natural cave systems and simple towns.

  • I wasn't ready to announce that I was working on it, but I guess now is as good of a time as any...seeing as davo's code is plastered all over my wall in various notebook pages randomly tacked and covered in sticky notes.

    davo was pretty far along with his Online plugin. I ran through the source and it already has basic functionality. Honestly I think the community would like it as is, but davo obviously didn't feel that it was ready yet, so out of respect for him and his work I'm going to patch up a few features he was working on before I release it. Right now it works great over a LAN but I plan on including lag compensation features as well.

    It is based on Raknet - and I have spoken to Rakkar about what licensing issues that might entail. Basically, you can use the plugin as much as you want, but if you plan on releasing a major project to the public, you have to go to Raknet's site and accept the independent developer's license - which you do by downloading Raknet. You don't need Raknet to use the plugin, so after that you can delete it. You just have to make sure to accept their license. Raknet was davo's choice, not mine - but it was a good choice. Raknet is very feature rich.

    Their license is free, up until you make $50,000, after which you pay royalties. If you're making $50,000 on a Construct game, I don't think you'll mind. The license also stipulates that you mention Raknet in any readme files, splash screens, or credit screens.

    I have no idea how long it will take to reach a releasable state with this - I'm pretty sure I understand what needs to be added and how to add it, but it will take time. I have about four other plugins I'm working on as well as a day job. Luckily I don't have a life though, so development in my off time will be intense. I wouldn't expect it to take more than a month or two.

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Arsonide

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