piranha305's Recent Forum Activity

  • Okay I'll look into that when I get to the path finding I think rotjs has dikstra and a* already implemented, but yeah pathfinding is also on the list, thanks

  • Yah that's on my todo list I'm going to create overloads for each of the generation actions that only populate the data structure. I just wanted to use the new SDK functionality that let's you interact with other plugins. I'm also thinking of a way to support auto tiling based on tile position.

  • So yeah the rot.js library does not assign room Index to the rouge dungeon type generation. I don't think it's supported, I will see if I can find a solution to make it work with that type.

  • Okay I will look at this today and see what's up

  • Which expression were you calling.

  • Published Update 1.3, update include FOV actions, Islands Detection, And Multiple Wall/Floor Tiles in Generation.

    Example projects :

    FOV Exmaple

    https://github.com/armandoalonso/C3Plugins/blob/master/addons/examples/rotjs_fov_test.c3p

    Island Example

    https://github.com/armandoalonso/C3Plugins/blob/master/addons/examples/rotjs_islandtest.c3p

    Tile Example

    https://github.com/armandoalonso/C3Plugins/blob/master/addons/examples/rotjs_tile_test.c3p

  • Yes this specific plugin is only available with the C3 runtime. I think there was another plugin that used rot.js for the c2 runtime.

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  • https://www.construct.net/en/make-games/addons/189/rot

    This addon is an implementation of the ROT.js library ondras.github.io/rot.js/hp

    This library has alot of features that assist with the creation of rogue-like games.

    CURRENT FEATURES

    • Rng Expressions
    • All Maze Generation
    • Cellular Automata
    • Dungeon Generation
    • FOV
    • Island Detection/Iteration
    • Multiple Tiles for Wall/Floors

    ROADMAP

    • Pathfining
    • Event Queue & Scheduler (needs a bit research)
    • Noise
    • String Generation (Markov process)

    I have tried to take into account several ways, to deal with the generated maps, and have exposed different ways to interact with the map, currently all the generation action require a tilemap object, and the map is generated using the 0, 1 tileIndex of the tilemap (0 == floor tile, 1 == wall tile)

    **UPDATE: now there are Add floor/wall tiles actions that let's you specify multiple tiles that will be chosen at random from the list of weighted values you pass.

    In the future i might add the same generation actions without the need for a tilemap, and have them just expose the data structure, which would require the user to populate the map using event. as of now this can be accomplished but there is the extra overhead of the population of the tilemap.

    The included example project, is the project i used to test everything was working as expected, it has some comments, but every single expression,action,condition is used, and demonstrates some basic usage, and logs everything to the console.

    Also i have test this plugin pretty well, but if you stumble on to a bug or some unexpected behavior let me know and i'll check it out.

    ** UPDATE : added FOV action

    ** UPDATE : added Island Detection/Iteration, Island detection actions, let you iterate over isolated section, useful as a room replace to cellular automata.

  • Would it be possible, to add a reload shortcut on the desktop version of c3 like a shortcut hit f5 and have NWJS reload the C3 app, this would help speed up the dev process a bit on desktop ver, i know it's not a preview reload but it beats having to reopen the whole app every timr

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piranha305

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