newt's Recent Forum Activity

  • Monster creation is a bit more difficult, but doable with some sort of counting and comparison system.

    see previous edit.

    As to the hiding of the rooms:

    http://www.scirra.com/forum/search.php?keywords=fog+of+war

  • Yeah, almost.

    Rooms are about the only thing that it has good control of.

    You could use the die method for it by using a variable.

    + System: Start of layout

    -> System: Set global variable 'roll' to random(6)+1

    -> DungeonGenerator: Set room count (global('roll') minimum, global('roll') maximum)

    As to the monster generation there is no set hierarchy. All you can do is compare what tile is at what position.

    So basically, if there is a room tile at x,y position create monster.

  • Pretty close, but the plug was made to be more of a maze generator.

    However you can have as many rooms as you like, but the they are all 4 sided.

  • NO!

    I mean show us.

  • For each object (your tiles) ordered by .y (your tiles) coordinate ascending send to back.

    Edit:

    Actually, make that send to front, ascending or descending.

    + System: For each greenPod ordered by greenPod.Y Descending
    -> greenPod: Send to front[/code:3iy9hejc]
  • OK, lets add some Shake, & bake.

    irbis, what can you do?

    And yes tulamide there are other avenues, but noones going to want to work this amount of negativity.

  • Yes given a reasonable knowledge of how things work, what you described is fairly easy.

    In fact the dice rolling is the easy part. Random(6)+1 will give you the same odds a regular six sided die would.

    The hard(er) part would be the actual placement of the tiles, etc.

    Fortunately there's a plug that works pretty close to what your looking for.

    http://www.scirra.com/forum/viewtopic.php?f=29&t=7161&hilit=dungeon

  • Probably the easiest way would be to use the path behavior set to curved.

    Just add a node at the start, mid, and end points, then set its position on the path to 0, and start.

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  • not to turn this topic in complaining fest but i havent even knew that load/save is broken or buggy until now O.o i was sure it works just fine.

    Why load/save have problems with behaviors? its a major flaw as both behaviours and save/load are a very vital elements of game made in construct.

    Is there an official note regarding this? or any details? because, seriously "quick save/load doesn't work well with behaviours" is not much informative. So like what? it works half of the time? or at random? how to avoid problems with this?

    seriously instead of that biased Construct trailer, someone should make a list of messed up features in Construct. At the moment i am getting more and more tired of Construct as every month i learn about new feature that doesnt work or is bugged, just in the middle of game deving so my work is made into waste as i am forced to rework the game in order to avoid new arised "bug point".

    See where it says Construct 1.0?

    No?

    Good then perhaps your not crazy.

    Until that time comes,(crazy, or 1.0 which ever comes first) the best way to get bugs fixed is to make an artifact on the bug tracker.

    http://sourceforge.net/tracker/?group_id=207820&atid=1003219

    In the mean time you can ask, or search on the forum for a work around.

    We are more than happy to at least attempt to help in some way.

    Yes I am rude, but no more so than complaining about unfinished features on an unfinished project.

    Also, practice, practice, practice, and have a nice day.

    I am continually forced to make copies of my file. cap not to lose overnight all my work. I understand that Construct is the result of volunteer work and that definition should not complain too much, but at the same time he is the backup feature, this is not any functionality, I do not complain of bugs and other graphics for this side because we can accept that there are problems because it does not pose a huge problem, but when there is a core functionality, already present from early in the software that aims to make sure the player does not waste his time playing because the game is saved ... I find it very regrettable not to say outright that he would then remove the feature as what is not functional.

    All this, if and only if there is a global problem, not whether it concerns me only.

    Here is the link of a simple .cap with Sine behavior opacity, curiously, it works with the rotation at start.

    https://sourceforge.net/tracker/?func=d ... id=1003219

    Your best bet is to use an alternate method for saving, as it's doubtful that the bug with behaviors will get fixed.

    Even then the sine behavior wont provide you with some save data, it doesn't keep the x,y coordinates, etc.

    However it is doable with your own custom events, that can be saved.

  • Soon as I get my Flux Capacitor running I'll give it a shot.

  • I'm looking for a faster way to do it than physics + shaders like with quaziblobs. I know it isn't complicated to do with blobs, but performance is my main concern. I'm also wondering if there's a way to do it with blobs that's faster than some of the examples I've seen. For example, with the demo of that fluid engine, if I set it to render points rather than metaballs (which I think may be slowing down on my IGP), it runs at over 120fps with 500 particles.

    You could try and apply the metaball effect to rojo's example.

    http://www.scirra.com/forum/viewtopic.php?f=2&t=8050&hilit=water+minecraft

    After that there's Lucids fluid dynamics plug, although I doubt it would behave much faster with sprites.

    I guess it could be adapted to use a distortmap.

  • I'm a little confused now.

    Has the Apple runner been "jailbroke", or is it that you can run any converted file?

    If its able to run any ios file then that's just bad design, especially when you consider all you need to hack a Game Maker save is notepad.

    If you can't do that, and there isn't a hack to the runner, then I don't see what Yoyo has to complain about.

    I mean you have to purchase their converter in order to submit it to their app store, correct?

    Even then they wont just let anybody who isn't "up to the standards" have their game online.

    Geez this is like a modern Greek tragedy.

    The natives are revolting, and calling them revolting wont really help.

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newt

Member since 12 Nov, 2008

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