00Rez's Recent Forum Activity

  • > It's probably still not been updated for r51:

    >

    >

    > > "cr.plugins" has been renamed to "cr.plugins_" (trailing underscore) for better name mangling./QUOTE]

    >

    > Thanks Ashley.

    When exported the functions don't work. <img src="smileys/smiley19.gif" border="0" align="middle" />

  • Another update! Just a few more tests. See first post.

  • It's probably still not been updated for r51:

    > "cr.plugins" has been renamed to "cr.plugins_" (trailing underscore) for better name mangling./QUOTE]

    Thanks Ashley.

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  • Bump, fixed things. Hooray for the holidays. I'm working on some new plugins now!

    EDIT: I've made a function plugin, you can download it here. If anyone could please test and I'll fix any bugs with it before I add it to the main post.

    Hey, the function plugin seems to work great but when I add and use the plugin and preview it shows:

    <img src="http://dl.dropbox.com/u/19078872/assert.gif" border="0">

    After clicking OK everything is fine. Unless this is something I've done? I just unzipped the contents to the plugin folder inside a folder named "function".

  • Picking the nearest object would slow down games a lot - instead of taking the first picked (which seems to you to be random), it would have to check every single instance measuring its distance. If you have 100 object instances, that's 100 times as much work, and it affects every single condition!

    You can add a for-each loop yourself to test each individual instance's distance. I'll see if I can add a 'pick closest' for the next build.

    Damn iterations!! An idea I might use is to have some kind of list/array of all specified objects and an associated distance to whatever target then use min(a,b,c...) to find the the smallest distance or max(a,b,c...) to find the largest distance or maybe an array/list which sorts itself as objects are added from smallest to highest then you can pick the first for nearest and last for furthest. Each has its pros and cons but there's a few ways to do it whilst trying to keep away from the iterations... <img src="smileys/smiley5.gif" border="0" align="middle" />

    I tend to think of the most complicated way of doing something so there's probably simpler methods.

  • Your plugin is fine, don't worry. Good work :)

    It's my poor understanding of JavaScript that's the problem. I'm endeavoring to rectify my failing :)

    Definitely worth learning zenox!!

  • I agree, that would be a very useful function. Seems strange that it's not already available, got used to that in Game Maker <img src="smileys/smiley17.gif" border="0" align="middle" /> quite easy to implement as a plugin but would be better to be in the main built-in System object.

  • Families!! <img src="smileys/smiley20.gif" border="0" align="middle" />

  • Now averages around 57 FPS - much better :)

    That's great! Still more to do...

  • > EDIT: Here is a quick implementation of the plugin version using pre-calculated light/sight arrays. Left click to create a "House" which blocks sight. PLEASE NOTE: The slow down is caused by the number of black blocks, not related to the plugin! This is just a simple example to show the speed difference so nothing fancy!

    And what a difference it makes!

    The event driven demo runs with 4 to 26 fps on my pc, the plugin version runs with 58 to 65 fps (slowing down to 26 as soon as the black blocks are drawn).

    But I must say the event driven demo reminds me more on some topdown minecraft thingy :D

    Yeah it has all fancy opacity events and is based on the mouse position. None of that in the second test. I'm glad the speed is better still more to do. Need to find a way to show the field of view without the use of blocks maybe. Definitely influenced by Minecraft and roguelikes. <img src="smileys/smiley2.gif" border="0" align="middle">

  • I've edited my first post to include a demo of the field of view plugin which uses pre-calculation. Needs more work still but getting there!

  • great work so far sir,

    i love roguelikes myself.

    please carry on.

    Thanks harrio!

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00Rez

Member since 26 Aug, 2011

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