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  • OMG ! I love you !!!

    I was unaware of this limitation.

    I created a new global variable that goes 0 or 1 depending if the array already exist.

    Then, I moved the whole process of finding the adjacent borders on the same level as the Create object arr_Map.... and TADA, it worked !

    I can now move forward with a more natural generation of the landscape !

    Thank you so much !!

  • Good day everybody,

    I have been working on a small game and came to a halt due to a small problem.

    I have a map seen from above, on load it saves the instance UID of my first array (10x10).

    When you reach the border it creates a new array with new tiles (again this instance UID is saved)

    Let's say I move South, what I want is that all the values from my first array at (0,9) to (9,9) to be transferred to my new array at (0,0) to (9,0)

    I am trying to get through that using the UID I saved from the first array, but without success.

    It seems that the Pick instance with UID function doesn't always work. Here is the code:

    When I disable the portion with "Pick instance with UID ChunkID_North", the code runs great as I can see the results of the single value being stored in the variable Value. I end out with the same texture along that border.

    I hope I am clear enough...

    Thank you in advance for the help

  • Holy crap ! I love your map generations. Unfortunately, I keep looking at the code and command, and I feel I don't know array enough to understand the process.

    All the loops and the array.... anywhere to point me to, to understand it properly ?

    Thanks guys

  • Good day Yann,

    Thank you so much for helping me out on my map generation with the maze idea. Everything works well.

    I tried implementing longer road segment. It seems to work, but something is a bit wrong. Unfortunately, I am not sure what it is.

    It seems that it doesn't choose a new direction. When it stops there is still option to move the road around.

    Would you mind taking a look at my code for one sec and let me know if I misplace something ?

    https://dl.dropbox.com/u/89646560/Walker4.capx

    Cheers

    -Michael

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  • Same here, I don't get the post reply notification but I get the new releases one

  • https://dl.dropbox.com/u/23551572/C2/startingPoint.capx

    Wow ! Thanks Yann. By looking at the code I think I just learned a lot. There is a lot of expressions I didn't know in what situation to use them, even after reading the tutorial.

    I will recreate the code to learn it and play with it to create different things.

    I guess I will get use think a certain way by doing it stuff like this over and over.

  • I have been working on this all night, and now I think my brain is dying slowly lol

    (by the way Yann I tried CubeMaze and it's pretty awesome)

    https://dl.dropbox.com/u/89646560/Walker3.capx

    So here is what I came up with. I think I understand the principle, the problem is: I don't know how to get it to stop...

    When I run it it either fills my layout or not, depending of the direction.

    I read a lot of tutorial and array post, and nothing is really explaining how to make it add "1" in different direction (and keep going).

    By using "For each XY element", if it read the new value "1" that was created it either stops or fill the layout. If the "1" is place to the left or the top it is too late because the "For each XY element" already passed those cells.

    Would you be able to point me in the right direction, code wise, for:

    If I just told the system to add a 1 in the array to question that new XY and not keep going from left-right and top-down (as part of the "For each XY element".)

    I hope this is not too confuse, I am trying to explain what I think is happening, and what I think I read from your previous post.

    Let me know if I need to be more clear.

    Thanks for all the help !

    -Michael

  • Wow thanks a lot Yann. You just gave me another way to look at it !

    I really appreciate that and will give it a try!

  • Sorry if I am unclear on what I am trying to do.

    It is my first time, and though I was doing it right.

    Every time someone starts the game the map will be generated. I want it to be random and different each time.

    I divided my layout in tiles, which are represented by the array.

    I want 0,0 to be a random frame.

    Then the 1,0 will look up what is to its left and select a frame number. I am using the choose() for that.

    Then another line is telling to look at the array and to create a sprite at a determined position with the selected frame (array.CurValue)

    The frames are made that they will create patterns of streets.

    Saying that I will add more conditions was probably wrong. What I meant is: I want to have the first line in my array to work before trying to make the other rows match up. I want to get it right from the beginning to refrain from redoing tons of code.

    In the end I want the game to look a bit GTA style.

    I though that if I use "Set Map.at(0,0) to random(the_range_of_values)" the loop following it will replace the value that was randomized...

    Is there anything more you require for info ? I am not sure if I am missing something.

    Thanks for the help :)

  • Hello guys,

    I have try different solutions and I think my code is right, but now I am stuck with 1,0 in my array that is staying on the same Sprite frame.

    Can someone look at the code in my .capx and tell me what I am doing wrong ? I have been working on this for days now and none of my tries work.

    It's the code in event sheet 2

    https://dl.dropbox.com/u/89646560/Walker2.capx

    I would really appreciate.

    Cheers !

    -Michael

  • What I am trying to do is generate a map that with randomize the streets. That is the first step. I will then add more conditions to make it more specific.

    I really want 0,0 to be random and then from left to right choose different frames. I would just love to have 0,0 random and build from there.

  • Anyone ?

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