MJOne's Recent Forum Activity

  • Yeah it is very versatile!

    I vote yes for this! ;) :)

  • Hi!

    I really miss the Perlin Noise plugin that was developed(By Arsonide?) for CC. Since I myself lack the knowledge on how to create a plugin as such I was only wondering if anyone was currently working on that?

    I think it would be great to have!

    Is there any other fast way to create an "almost infinte"/"friggin huge" map that looks natural?

    I was thinking of using the old CC with Perlin Noise to create a heightmap and then import it somehow to C2... any ideas how that could be done?

    Using the canvas and read and store the pixels or is there a way to import array data from the old CC to C2?

    Thanks in advance!

  • Hi all!

    This is the best software on the planet!

    Alright since I have been honking this horn myself for awhile and no one responded I decided to put some labour into it and think I figured out an very easy yet versatile way to make gridbased pathfinding work...

    It's not "code heavy" at all only got 5 events...

    But by shear luck, hehe, I managed to make a pathfinder that does'nt move wacky...

    I think it looks good so far, but I am sure someone can make this better...

    Anyways I thought that I would share this since so many others have helped me earlier...

    Here ya go!

    DOWNLOAD CAPX

  • Thanks alot R0J0hound, I will try it out!

  • Hi!

    I'm currently building a map editor and playing along with the INI object.

    I would like to specify all the tile data in an INI file rather then cluttering the eventsheet with statments.

    So far I have been able to "create object by name" from the INI file like so:

    For each group

       Create object INI.ItemString(INI.CurrentGroup, "Name")

    I have more item names(set of data in the INI) that I would like to set for every created object, put how would I pick them since they are created from name?

    As it stands now, the map editor creates the tiles (grass, dirt they are in a family called tiles) but let's say that I would like to set, on creation, their ID, Speedmodifier, Walksound, etc...

    How would one do that in one function?

    The INI looks like this:

    [Grass]

    ID=1000

    Name=terrain_grass01 <font color=red><-- THIS IS THE NAME I USE IN THE EVENTSHEET</font>

    Description=Medium long green grass. It's like fur but smellier.

    Speed multiplier=0.95

    Walksound=walk_grass.wav

    [Dirt]

    ID=1001

    Name=terrain_dirt01

    Description=Brownish compound with small pebbles in it. Makes mothers cry.

    Speed multiplier=0.90

    Walksound=walk_dirt.wav

    Any help would be greatful!

  • Hi!

    Im planning to do a top down game which will use ALOT of different textures. It will consist of 100's of sectors which will be loaded from array files.

    I was wondering why does the "Load texture from file" option create alot of overhead?

    My FPS when using "preset" textures is around 2000 at 16000 tiles.

    (YES I need that size for the layout and NO it is NOT a performance issue...)

    But when using "load texture from file" it shrinks to mere 500.

    Does it have to be like that? :)

    I mean when you add all the sprites, ai, LOS, sfx etc etc that 500 will not last long. ;P

    My idea was to edit the files outside the game and you would see the changes ingame. Kinda lika a mod feature. And to be able to polish everything outside the game instead of restating everything in the event sheet editor.

    Any ideas?

    /MJOne

  • Can anyone help me out on this one? Please... ;P

    Here is the link to the original cap

    Old cap

  • Nice soultion!

    How would you set it up when you have multiple "hunters"(enemies)?

  • That's weird...

    I did the same thin just to make sure...

    Fresh install of Construct + perlin plug...

    Still the same error...

    I'll investigate my registry for old inputs...

    I have a 64bit OS but I'm sure that got nothing to do with it...

    "I'll be back"

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  • I wish English was my native language as well :)

    Of course... Dang why didn't I think of that...

    Thanks a munch of a bunch! ;P

    I'll experiment on all the things you said there...

    I let you know if I figure it out. ;)

    That cap isn't readable on my end. I downloaded the latest official r2 release of construct classic.

    "Failure to load..."

    "This cap was saved with a newer version of construct"

    How come?

    I just downloaded the latest...

    Anyways, thanks alot for your help and explanation!

  • Don't worry about computer-power... I have that...

    It's brain-power Im lacking. ;P

    It runs perfectly smooth when using the canvas...

    But it takes 1-2 seconds to update the map ;P

    But it's just for testing...

    My main issue is how to write a formula or set it up to be able to zoom into the noise. Like a map zoom. Like 1x 2x 3x 4x 5x 6x 7x 8x zoom etc...

    or maybe everything in between like 1.1x 1.2x 1.3x etc... :)

    I can't figure out the relationship between the display size, the frequency in perlin noise plug ver 1 and the center point on where I am zooming.

    And noise plugin version 2 is out of the question right now...

    Because my project will be tile based.

    This 1x1 pixel is just for fun right now.

    Any ideas?

  • Nevermind I fixed it! ;)=

    I can post a solution if anyone want one... :)

    However it only works when I take the noise frequency * 0.5....

    It would be nice to see if someone could make a smooth zoom in a sin wave motion. In and out. :)

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MJOne

Member since 19 Jun, 2011

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