supergodjesus's Recent Forum Activity

  • After reading through these replies and through the manual quite a bit, it seems that creating a single really large layout using a tilemap/tileset would be relatively easy and effective, assuming that the overall number of unique graphics are kept to a reasonable level.

  • Yeah that is what I meant (though, mobile is not my targeted platform). So maybe breaking the chunks down into something like 512x512 chunks might be a good idea then, and I would just need to make sure the appropriate map pieces are displayed at the appropriate time.

  • So loading/unloading chunks manually wouldn't be the way to go? If I am understanding correctly, if something is outside the layout/player view, C2 can safely dispose of it and it won't consume memory unnecessarily, correct? So if I make one really large layout for the entire world, would it be a good idea to still split the background graphics into chunks so that only the necessary parts of the map are shown instead of having one gigantic graphic file?

  • Hello all!

    My goal is to make a fairly large game world that is NOT randomized. What I would like to do is take the entire game world and break it into manageable 'chunks' and stream only the chunk that the player is in + surrounding chunks, while all other chunks are disabled so they do not waste memory. This does not seem like an easy task to me so I was hoping maybe someone would have an example to share, or perhaps some tips/advice!

    Any help is appreciated. Thank you!

  • There is a lot of really great stuff in these examples. I thank you both tremendously! Thank you guys very much. You rock!

  • Giving another bump - no ideas?

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  • Giving this a bump - would still love some input regarding potential atmospherics! Thanks

  • After looking at your demo and looking at some source code for the BYOND game Space Station 13, I think this might be doable for power: basically each tile will have the variable for power, not the wire per-se. Having a wire on the tile will allow for the tile to be 'powered', assuming the wire is connected to a power source, or another wire that is connected to a power source (just gotta run checks to see if there is a wire to an applicable power source constantly). Perhaps not the most efficient way of handling this, but it's something for now...

  • I checked out the demo, it was enlightening in some ways I think some sort of modification to what is going on there could work - sort of just figuring out how to detect if a wire is connected to a powersource and if so then set it to 'have power' and if a wire is connected to that wire, do the same thing, and so on and so forth.

    Still not quite sure about the whole space/hull breech thing though. If someone could weight in on it, it would be appreciated! Thanks

  • Hey nimos100, I appreciate it! I am going to check out that Capx as soon as I can! Hopefully it will give some ideas on how to implement these systems. Thank you very much for sharing!

    If anyone else has any further input, ideas, suggestions, etc, they would be greatly welcomed!

    Thanks!

  • Hello,

    I would like to make a game that takes place on board a space ship, the primary objective would be to keep the ship in good repair through a series of various catastrophes , such as hull breeches, invades, etc. Now there are two issues I am wondering about, and I think they might be related in how they are implemented. I am hoping maybe someone could share some input!

    The first issue is the issue of a power/electricity system. I want the ship to have a central engine that supplies the power to the ship. I want wires to connect the main engine battery to the various consoles, lights, and so forth throughout the ship. If a wire is disconnected, cut, destroyed, whatever, then power stops going to whatever the wire was hooked up to, which could be a console, or an entire room if the wire is far enough back towards the main engine battery. So how would I make it so I can check if there is a connection of good wires between the engine and the various equipment of the ship?

    In a similar vein, I want to simulate hull breeches, which remove the oxygen from the room(s) effected. Basically, all rooms are encased with floors and walls, and the dark vacuum of space exists outside of the walls and under the floors across the entire layout. If there is a breech in the floor or in a wall that is adjacent to space, I would like for the oxygen to be removed from the room (each room is an 'area' and keeps track of whether or not it alone has oxygen). However, if the breech extends through multiple rooms, or if there is a breech in one room and a door open to the next, how would I make it so that the oxygen is removed from all breeched/opened rooms?

    Any ideas/thoughts/tips/input would be greatly appreciated!

    Thanks!

  • Looks like Steam put them up on their Daily deal for an even higher discount of 66% off. You can check it out in the link above.

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supergodjesus

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