PixelRebirth's Recent Forum Activity

  • Far as I'm concerned, the behaviors and all the built in stuff are to blame. Most other engines have you make your own platform engines and such, as well as level editors, data tools, etc. With C2 you don't really learn much of anything...so if you start with C2 you'll likely always be a "noob". Not to say I don't appreciate behaviors and all, but ultimately we'd be better off with more features to make our own exactly how we want..

    Can't say I quite agree with you on this one. Overly relying on behaviors will indeed leave you in the dark on how certain things actually work. But the way the C2 event system works will teach you a lot about programming in general. Because it is just that: programming. Without having to care about syntax.

    Regarding many things you can apply the same logic to jump into Javascript (for example)relatively quickly. And that will enable you to do your own plugins. Which then enables you to do even more things exactly how you want.

    So I do believe you can start out with C2 and it isn't a given that you'll always stay a "noob".

    Anyway, from the OP I rather got the idea this was a casual thread about things that can be annoying in development and hard to figure out, especially if you're not a rather math savvy coder type. Which would be a far greater issue if it wasn't for C2 of course. Many if not the majority of users wouldn't be developing games if it wasn't for Construct.

    That being said, I also do know the feeling very well not being able to figure something out that seemed trivial when you were planning it in your head. It's easy to feel stupid and overthink stuff in an endeavor as complex as game development. And I do bet it also happens to people with a real coding background from time to time.

  • scirra.com/forum/plugin-dialog-box_t65159

    Yes, as I said above I'm aware of your plugin. But unfortunately it doesn't use IDs and I really wanted that feature.

  • Dialogs 1.0

    This is a plugin for opening javascript popup boxes (alert, confirm, prompt).

    Download the plugin.

    You can set an ID for dialogs and have conditions triggered by ID. Of course there's also an expression to return the eventually entered value.

    It's a very simple plugin that came into being because I required this functionality recently for something that isn't directly game related and couldn't find it on the forum. If an equivalent to this already exist, feel free to point it out to me (I'm aware of the Dialog Box plugin).

    Happy holidays!

  • What do you exactly mean by it becoming distorted? Checking your rotation example it looks like it very well should. If you make it rotate very slowly, you can see that it doesn't produce any colors in between black and white (unless you zoom it to a very small size), it might only seem so when it rotates fast.

    So yeah, this is pretty much what rotated lowres stuff looks like at point sampling. You can only rotate it in 90 degree increments if you want to keep every pixel of the image intact. Other angles will look fuzzy.

  • Awesome! Can hardly believe you added these so fast. The new expressions work like a charm and will be very useful to me.

    Thanks a ton, it's very much appreciated!

  • > This plugin has become very useful to me, great work as usual!

    >

    > rexrainbow I noticed that in the tmx file there is also image information for the tilesets available. Like the relative path and width and height. If I'm not mistaken, these aren't retrievable through the plugin. May I be so blunt to humbly request expressions for these?

    >

    I could add path expression next week. Width and height of tiles might be got by expression TileWidth and TileHeight.

    Thank you! I checked TileWidth and TileHeight again and they return the dimensions of a tile, the grid size so to speak. They do not return the dimensions of the tileset image. Sorry if that wasn't clear in what I initially wrote.

  • This plugin has become very useful to me, great work as usual!

    rexrainbow I noticed that in the tmx file there is also image information for the tilesets available. Like the relative path and width and height. If I'm not mistaken, these aren't retrievable through the plugin. May I be so blunt to humbly request expressions for these?

  • R0J0hound I was messing with your plugin and managed to get unique textures per instance by mostly just removing 'type' in the runtime.js in some places where it occurs. Apart from breaking the initial texture (it's just black now), it does load new images fine and works as expected as far as I can tell.

    Are there reasons why the Sprite sheet plugin doesn't use unique textures per instance or did it just happen to come into existence like that? Because I would deem it much more useful with unique textures, for the often mentioned reasons like dynamic use of tilesets.

    I guess I would like to suggest to you to change your plugin to have unique textures per instances or release an alternative plugin that does. I'm very much convinced you know what you're doing and therefore I'd rather much use something you made than my own mutilated version of your stuff.

  • RookieDev No problem, I hope it helps a bit in understanding the way this plugin works. The main thing you will be using are the expressions returning the noise values at the given coordinates: simplex2(x,y), simplex3(x,y,z), perlin2(x,y) and perlin3(x,y,z).

    There's really not anything more to it, other than setting the seed of course. It might also help to google some general articles/tutorials about perlin noise, terrain generation and related things.

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  • Awesome Plugin!

    I wanted to know if you could go alittle more in depth when it comes to how i can use this for terrain generation inside construct 2?

    Im making a 2d sandbox game similar to Terraria using arrays right now but im trying to create natural feeling hills and mountains, I would love to know how to make this work in that way.

    Ive asked around but the info on what expressions to use and how to use them inside construct 2 is very limited on the forums.

    Thanks for making this plugin and i look forward to learning how to use this in game.

    I didn't really use noise in relation to platformers so far, so I might not be able to give a good answer here. Manipulating the original plugin example a bit I came up with the following: download capx.

    It's very rough of course, but I hope one can imagine how it begins to go in the requested direction. There is of course a lot more that goes into the generation of maps in a game like Terraria. You will have to make up a lot of rules on how the game will create its world. A nice thread about this I found online: Terraria and its random maps.

    Oh, and in case you are having general trouble with getting the most of and understanding the various expressions Construct 2 provides, remember you can always consult the manual.

  • One of the most interesting plugins I've seen! Especially useful when not creating a game but a tool of sorts in C2.

    Was only really missing show() and hide() from the available actions (was easy enough to add). Again, great work! Thank you for this plugin!

  • Just discovered this great plugin!

    I was wondering though, could this also be made to have a unique texture per instance like the tiled background object does? Or offset added to the tiledbg for that matter. Like others have mentioned this would make it extremely useful for loading tilesets dynamically.

    I'm asking to get at least a vague idea of what is and isn't feasible as I'm looking into textured objects. Thank you!

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PixelRebirth

Member since 26 Mar, 2008

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