newt's Recent Forum Activity

  • Noticed a lot of posts about editors and arrays lately.

    I think you should probably figure out what functionality you have to have first.

    Like a strip, or single tiles.

    A strip would be fine for an external editor, but not really feasible for importing into construct.

    That is to say unless you use frames, but you have to remember that each frame adds to the total ram each particular sprite takes up.

    50 tiles at 4 frames each... you get the picture.

    Now its been shown that you can use a strip via tiled background, but then again setting up the events for that would be a bit contrived for less experienced users.

    So to me it looks like it should be tiles, but how do you want the editor to act.

    Do you want to click, or do you want to paint?

    Do you want a few basic tiles, or many tiles for corners etc.?

    There's actually a lot to consider, especially when you take into account you may want something somebody else doesn't.

    So what are the absolute basics everybody can agree upon?

  • First off since collision mask are working now I'd suggest getting rid of the dummy you have the platform behavior applied to.

    You can apply the behavior to the character, and get rid of some of that 44 megs of vram.

    Tick auto rotate on the behavior, then auto flip, and auto mirror in the sprites preferences.

    Delete all the left angle animations, and be sure to update the remaining animations collision mask's.

    Now then I didn't figure out what the issue is with the random frames, but I'd venture a guess it has something to do with a negated, or inverted animation comparison.

    Inverting a condition doesn't work with everything.

  • Post a cap, or a screen. Its kinda hard to tell from your description.

    I will say if your using "for each" on the array it may give you issues if your using a z.

  • Dwarf Fortress has seen year-long periods without major updates, it is buggy as hell etc., yet it is one of the best games you can get your "hairy hands"* on. Don't write Construct off either

    *:Required

    ^fixed

  • This is a way to get perlinish noise without the plug.

    Basically what its doing is creating a set of random values, and then averaging those values from one to the next.

    Keep in mind this is only across a single axis, and does not include negative values.

    But both should be possible though.

    It is set up for negatives if you wish to experiment, just use "normalrandom" instead of random.

    For a rougher range simply lower the amount of times the "Repeat" action is called.

    http://dl.dropbox.com/u/666516/perlinish.cap

  • No prob.

    Since your in a learning mood.....

    You can also take a "slice" of the noise, or get the data from a single axis.

    http://dl.dropbox.com/u/666516/sea.cap

  • For the trees: Why not make multiple use of values? For example, if you would use integers from 0 to 100, you could define that 50 represents grass, while 51 represents grass with a tree on top, and so on.

    Aha... trees solved

    + System: int(PerlinNoise.GetNoiseAt(LoopIndex("x"), LoopIndex("y")-1)) Equal to -1
    -> System: Create object tree on layer 1 at (mud.X-16, mud.Y)[/code:3ud3g966]
    
    ^Link updated
    [url]http://dl.dropbox.com/u/666516/perlincraft.cap[/url]
  • + System: Start of layout
    -> Array: Set index 1 to "Hello."
    -> Array: Set index 2 to "My name is Inigo Montoya."
    -> Array: Set index 3 to "You killed my father."
    -> Array: Set index 4 to "Prepare to die."
    + Array: For Each element
    -> Text: Set text to Text.Text&NewLine&Array (Array.CurrentX)[/code:10n9lqyn]
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  • [quote:38d0opvc]The current problems are-

    Inability to generate large worlds.

    Cannot implement fluids(lakes etc)

    Saving and loading.(trees cannot be saved as there is no info about them in the array)

    To get a large world you can set perlin to a larger size... say 100 x 100, then set your loop to 50 to 100 for another layout.... using the same seed.

    Not sure what your looking for in terms of fluids, but the cap shows one possibility while showing a possible optimization using one sprite set to different frames.

    http://dl.dropbox.com/u/666516/perlincraft.cap

    Keep in mind you've only used the positive values in the noise. There are a few things you can do with the negative as well.

    As far as trees... All I can think of is making an array of all the created sprites, and then saving, and loading it as an external array.

  • Just trying to figure out the rules.

    Or are making them up as we go along?... I just cant tell anymore.

  • iSee so asinine reply's get deleted, but the tasteless thread's go on, and on.

  • Lerp's pretty handy here.

    +Always

    ship set position to lerp(.x,mousex,1-0.5^timedelta), lerp(.y,mousey, 1-0.5^timedelta)

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newt

Member since 12 Nov, 2008

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