madster's Recent Forum Activity

  • Ugh, I forget. Mersenne Twister IS repeatable, but currently there's no way to set the seed.

    If you set a seed of any number, the sequence of randoms you get afterwards is always the same.

    So.... this would be a request for an action to seed the random function

    and in random(max), max would be the largest number that comes out of the function.

    On a related THING, I made a simple random clouds .cap with prerendered noise (photoshop's tileable clouds). It has a shader I just made attached to the clouds, so you can see how it would be useful.

    http://www.scirra.com/phpBB3/viewtopic.php?f=29&t=4288&start=0&st=0&sk=t&sd=a

  • Alpha treshold will remap the alpha contained in the source.

    Think of it as a smooth threshold. Start indicates the start of the new alpha ramp and End indicates its end.

    If Start is bigger than End, alpha will be inverted (hint!)

    If Start is equal to End, alpha will be a hard threshold.

    In this example cap, the little plane controls the start with vertical motion (bottom is 0) and end with horizontal motion (left is 0). Made with .994b, sorry. It's an easy effect though.

    Source texture is an image that has equal colors and alpha channel, so it's easy to see how it works.

    EDIT: tried to include exe, surpasses max size

    EDIT2: Now with .98 .cap goodness.

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  • event equal to 1-200 do something

    event equal to 201-400 do something else

    say you're writing event 20.

    20.- event equal to 1-200

    +......

    Event 20 would *always* fire. Thus it would be better to set it to "always"

    Conversely, say you're writing event 201

    201.- event equal to 1-200

    +.....

    Event 201 would *never* fire.

    I hope I'm clear, such a condition would not useful at all. (also, as others said, it would be a nightmare to maintain). Try grouping instead, you can enable or disable whole event groups.

  • I am

  • I remember reading about Kuma War, made news because the episodes are based on CURRENT war events (say some battle happens, 2 days after there's a game about it)

  • Just found this generator of caustics. Creates a tileable animated caustics texture.

    http://www.dualheights.se/caustics/

    Go nuts!

  • Outputing as a sprite would be much better suited to a shader, but I can't figure out an use of this that isn't covered by a prerendered tileable noise sprite. Seems for sprite prerendered is the way to go.

    For arrays I'm thinking Python is probably the best way to go, as what you really need is a function that generates data, not a behavior nor an effect.

    Also, keep in mind Perlin noise (and Simplex noise) are continuous, smooth noise functions. If you just need independent repeatable pseudorandom values Construct already has the best algorithm out there as an expression: Mersenne Twister, as random(max)

    Note: The layered thingie is called fractal Brownian Motion (fBM) and uses several noise passes.

    Would a python function that returns an array with simplex noise do the trick?

    Can you put examples on how you would wish to use it? (python or behavior)

    Edit: found explanation for procedural graphics generation with Java code, worth a read.

    http://www.angryoctopus.co.nz/?page_id=11

  • This reminds me: I bought a wiimote a few weeks ago, gotta try it with Construct

    did indirectly through GlovePie emulating keys and it was beautiful

  • If you mean

    1.- If this event is number a

    +.....

    2.- If this event is number b

    +....

    you'd be better off doing

    1.- if a equals 1

    2.- if b equals 2

    Otherwise, I don't understand what you meant. Please explain with more details and some example of how you would use this

  • Doing a noise effect (shader) would probably yield the same effect as just loading a prerendered noise sprite.

    How would this be different?

    (I'm trying to figure out the best way to tackle this)

  • It would depend on the order of complexity of pixel collision on Canvas, which I ignore.

    It could be orders of magnitude slower.

  • I just looked at this and then tried to do bumpmapped smoke.

    And failed.

    Any ideas on how to do that?

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madster

Member since 17 Feb, 2009

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