ome6a1717's Recent Forum Activity

  • - right, that's why I thought. That's why I assumed if I put everything in both comparisons to a str() format, it would work, but it didn't. It wasn't until I set the variables it was checking (which were ints) to a string local variable and THEN checked against them.

    - correct - that's how I've done it in the past. Basically I was doing:

    if ("5-6-Tree") = str(x) & "-" & str(y) & "-" & "Tree"

    CALL FUNCTION

    This or doing str(x & "-" & y & "-Tree") didn't ever call the function.

    It could be that maybe it was a mistake on my end, but I've noticed more and more things not working when I feel like in the past they would have without me doing that. All in all, it's probably good practice to do it that way, regardless.

  • - correct, but if I'm setting a dictionary key to "4-5-Tree", then what is each part? A string or an integer?

  • Has anyone been having trouble with int() and str() comparisons? Lately, if I tried testing to see if a string var that is preset to -1, do <this> function. But it would never work, even though it CLEARLY said -1. I had to put str() around it, even though the variable itself was a string and not a number.

    I've also had to do this with strings that I use tokenat for (ie. I set a dict key to 4-5-Tree (4-5 being tile positions) for a tree tile location, but if I were to check if "4-5-Tree" = that exact key, it doesn't work (even though if I add both to a text, it is the EXACT same). I end up have to create 2 local variables that are integers, and check x & "-" & y "-" & "Tree".

    This probably doesn't make too much sense, and maybe it has always been this way, but I feel like I never noticed it as much as I do now.

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  • Understood! Thank you!!

  • I've quickly tested my game during a few different alpha versions of the new runtime to see what happens. The last stable patch, the game ran fine, but once I moved with 8dir, the game would just crash. Now in this current stable patch, I can move around without it crashing, but certain elements of the game are just straight up broken and don't work.

    So my question to Ashley is:

    1. Being that the runtime is a complete rewrite, is there any code that would be deleted by switching from the c2 to c3 runtime (in other words, if you have a static variable and use that static variable, deleting it will also delete the events that utilize it; does something like that happen with the runtime?)

    2. I understand it's not fully released yet, and could potentially be a bug, but is there any typical construct coding practices that will no longer work, or will need to be changed/thought of differently?

    I think the C3 runtime will be immensely useful in our game, but I want to make sure there's nothing obvious I'm doing incorrectly before I spend a lot of time debugging to see what's not working.

  • Just to add here, we actually did an application for Steam, too.

    store.steampowered.com/app/579920/Swatcher

    Doesn't have to be a mobile game! It's very doable, especially if you're comfortable in the Scirra world. There are certainly limitations to it depending on what you're trying to achieve, but worth a shot if you plan it out right from the beginning.

  • Cassianno - Truthfully I don’t see any other way of doing it.

  • Yeah, that’s what we ended up doing for some of the perlin noise.

    We scrapped the original randomization idea due to art requirements anyway.

    Nepeo - that’s amazing! Thanks so much for testing all that, it’s actually super useful to what we’re doing. I had a feeling it was going to be quite large.

    Fortunately we’re planning on trying to keep ~1000 x 1000 x 1, but we will end up needing a few of them (1 for biomes, 1 for sub biomes, 1 for bitmasking, 1 for objects, etc)

  • newt - It is hard once you start adding tons of conditions (enemy placement, terrain randomization, cave locations, harvest material locations, etc. etc.) Right now we're just trying to deal with creating x number of biomes with 2 simple rulesets of one being in the middle, and another being a concave biome always facing north.

    Running it from an exe was the only solution we could think of in our heads to solve the time it takes to randomize everything.

    For what it's worth, trying it in the C3 runtime takes around 35% of the time to randomize it, but the game crashes the second you move your character (before OR after the RNG), so unfortunately that's not exactly an option.

  • newt - I'm not entirely sure what you mean by per pixel. Basically, we are using functions to create seed randomization of tilemap tile numbers in a single XY array. Doing this is c3 takes about 10 minutes, and only takes a minute or two in unity.

    So the original idea was to export an exe from unity. include it with the game and run it secretly in the background to create a json file in the directory of the game. Then once that was created, we would load the tileArray data from the json file and delete it.

    Hopefully that gives you a bit more information.

  • The game I'm currently developing is (trying to) utilize an array that is ~1600 x 1600. This ends up being around 2.5 million cells. Long story short, we have to develop a 3rd party application that can randomly generate an array as a json file and then will load it into the c3 game from that.

    So to test this, I decided I'll make a new project with an array that size and save the json file after setting random variables (I'm doing this in order to see how long it will take to load it). However, I cannot download any array json file that seems to be larger than 400 x 400. It just gives me a "Failed - Network Error" on the download.

    I'm assuming if I can't download a file that large, it won't be able to load a file that large.

    SO - I have 2 questions for anybody who would happen to know this ASHLEY.

    1. Is there a reason I am unable to download that file? It doesn't crash when I try to download it, it just won't download.

    2. Is there a way to load an array from a binary text file? This would obviously be easier and faster to read.

    We're starting to really push the limitations of (c3? HTML5? not sure which one) and would love some answers before we have to give up!

    Thanks in advance.

  • NetOne - good call; it seems to be much smoother on export. Thanks!

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ome6a1717

Member since 12 Feb, 2013

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