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  • If you have a sword created for each knight and placed over the necessary pin position it will work. So you need to make sure there's a sword present. You can either spawn one at the start and then pin it OR have a container for the knights and place a sword in there, in that case you only need to set its location correctly and then pin it.

  • I suspect any browser based system won't let you freely preset paths - otherwise sneaky people could get executable files into sensitive locations.

  • The way I would do it is by assigning the cards two Instance variables, say TargetX and TargetY. You need to put desired coordinates in there. Then you use the wonderful lerp function to interpolate the movement of the cards towards their target locations - something like Set position to lerp(Sprite.X,Sprite.TargetX,dt) - and you can change the dt*Something to change the movement speed.

    I actually whipped up an example for you, just simplified with a base position.

    You could add a variable to the cards, like a boolean IsMoving and then only dot the lerp when it's moving. Then you can disable it if target X and Y have been reached, but also do something like enable that variable on a timer so the cards fly out one after another nicely.

  • Well, while the forums were down I managed to greatly move the "app" forward. Now most of the functions work and it's possible to make a good deal of different textures - from abstract to cartoony to realistic. Here are some examples:

    [attachment=2:1xz2wn0k]Seamless (37).png[/attachment:1xz2wn0k]

    [attachment=1:1xz2wn0k]Seamless (45).png[/attachment:1xz2wn0k]

    [attachment=0:1xz2wn0k]Seamless (46).png[/attachment:1xz2wn0k]

    By saving and loading states, using undo and playing around with the variety settings one can achieve some rather neat designs. Right now the main issue is creating interesting and usable "brushes". That, and saving just the image, not the whole screen.

    You can grab the project (and hopefully add or improve something) here: https://dl.dropboxusercontent.com/u/132 ... s%20D.capx

  • That would be rather neat to have, even better if the palettes were editable/saveble/loadable.

  • Why do you need the lerp?

  • Why not use what's already there - i.e. behaviours, etc. Here's my lazy approach:

  • If the movement is a simple back and forth or a square then timer behaviour seems like a good idea - just do something like every X seconds set movement angle to movement angle+180 degrees and your obstacle moves back and forth. +90 degrees and it moves in a square pattern (or toy with conditions to make it rectangular).

    If it's something more complex search for "finite state machine" here.

  • I was doing some research and for graphical fidelity 1280x720 seemed rather good. Not sure what happens when you get A LOT of objects on screen, but that should be reasonably future-proof for a while, given how the mega-resolution tablets and phones have such high DPI that the tiny pixels in your art wouldn't be noticeable anyway.

  • I'm actually aware of genetica - and while it's a good program it has certain downsides - not being available on a tablet being one of them, followed by that "uncanny valley" look that comes from using photographs and realistic generated textures.

    Let me give a relateable example - I took the liberty of imagining a scenario where you'd like to have a larger "forest" of those green platforms in your game - you load that single platform image, set the angle and hue variety and in about a minute you get this (this is actually a 2x2 of already generated images, so already tiling):

    Another usage scenario I hope to implement is making corners and such easier by being able to "trim" the existing pattern by deleting separate objects. So you basically generate a square seamless pattern and then "slice" off corners and get several varieties, all tileable.

    Actually thanks to you mentioning Genetica I had the idea of adding a warp layer so you could distort the bottom images with adding more on top. That should give even more variety.

    Also changing the UI to give more control over color variety - that way it will be possible to create a huge variety of surfaces. My current project involves a bird's eye view so having seamless yet not too patterned tiles is important.

  • Hi, all. I constantly find myself needing seamless textures and yet taking existing images or trying to draw your own mostly results in crappy results with visible patterns, etc. Random generation to the rescue!

    It's super-terrible coding wise for now so hopefully together we can shape it into something usable and useful to the community here. Check out the current version:

    [attachment=2:2k1bxmk2][/attachment:2k1bxmk2]

    Button controls from left to right:

    Add single item

    Add items continuously

    Delete single item (doesn't work yet)

    Delete all items

    Save state (doesn't work yet)

    Load state (doesn't work yet)

    Export PNG

    So the basic idea is to have a decently sized library of different base items - then you set parameters for them, such as min and max size, angle randomness, color adjustments and off we go:

    [attachment=1:2k1bxmk2][/attachment:2k1bxmk2]

    [attachment=0:2k1bxmk2][/attachment:2k1bxmk2]

    Doesn't look like much so far, but with more variety for elements and some UI changes it could be rather neat.

    Known issues (I might need help with):

    Export exports the current canvas size, but if I try to change the canvas size beforehand it still exports the whole thing. Is there a way to export just the square part?

    There are no other elements to pick with the buttons at the top for now.

    The color variety buttons need to become dual just like size - this is coming in the next version.

    The way the sliders create values is terrible - is there a better way?

    Ideas for things to add:

    Item families - like rocks with different shapes, metal plates with different looks, etc. And then those get picked randomly.

    Ability to load your own base image - can C2 do this?

    Open to your suggestions as well, of course.

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  • You could probably check the distances between the door and the player - just do it only when E is pressed so there's no unneeded resource use.

    So basically:

    [attachment=0:1p5k0vbf][/attachment:1p5k0vbf]

    Add whatever makes sense to opening the door. You might use a private boolean variable like "Open" to toggle it opening and closing, etc.

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Somebody

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