oosyrag's Recent Forum Activity

  • Normally you would use an array for this, which already has indexes built in and easily accessible.

    As for spelling something gradually, you might look into the left, right, and len system expressions, to get part of a string.

    Tokenat is also an option, as a method to store and retrieve multiple values as part of a single string.

  • Use mysql with android apk ? php or json

    Yes. Use the AJAX plugin to request post to a php URL with a mysql database behind it. construct.net/en/make-games/manuals/construct-3/plugin-reference/ajax

    There is a JSON plugin as well.

    construct.net/en/make-games/manuals/construct-3/plugin-reference/json

    Use Facebook login with android apk ? "maybe see friends"

    Yes, you can use Facebook log in. I don't believe the plugin has any functionality to access the friend list, although you might be able to do something directly with JavaScript, which C3 also supports.

    construct.net/en/make-games/manuals/construct-3/plugin-reference/facebook

    Otherwise, the Facebook Instant Games platform may have different functionality you might be interested in.

    construct.net/en/make-games/manuals/construct-3/plugin-reference/instant-games

  • I also ran into this logical roadblock when dabbling with procedural generation. How to get nodes and edges from a procedural Voronoi map? The data is there but how to get to it to utilize it...

    I think if I had continued I would tried layering it on top of another procedural map, for example terrain/elevation, to further further modify the elevation values or add terrain features to suit a particular biome, based strictly on the value returned by the Voronoi noise at each coordinate.

    Another idea I had, if using the Voronoi noise pattern to define spaces like on a board/tactical game for example, would be to use some sort of flood fill algorithm on any given spot until the returned value changes. Then at least I would be able to get the top/bottom/left/right bounds of any cell area, and maybe use the center of that as a node position. Defining edges between nodes should be simple enough from there.

    For a more accurate node position, you might be able to count and weigh the number of tiles/pixels in any particular cell and see how many fall in each quadrant relative from the "center". That might be just running the actual Voronoi noise algorithm backwards, I don't know. The formula should be out there.

    No ideas on how to get vertices and their edges though, to draw borders between cells or implement something like a river between biomes...

    Sorry if this doesn't help much, just thinking out loud. I didn't get very far in my experiments myself. I suspect you'll find more insight at /r/proceduralgeneration/ than on these forums, even if they aren't familiar with Construct. They would probably have more ideas and experience on how to use and apply the results by themselves even when the generation of the noise is obfuscated.

  • Multiplayer signaling actions are asynchronous. If you put them in the same event as the layout change action, you will leave the layout before either of the signaling actions complete. Notice that the "Signaling: left room" and "Signaling disconnected" message logs never show up, even though there are events to log when they happen. So basically what is happening is that you never left the room as far as the signaling server is concerned, therefore the "join room" action will no longer work even if you leave the layout and come back with a new peerid/alias. The second time you go to the game layout, since you're already in a room and the auto join room action fails, the following "On Signaling Joined Room" event does not run and assign paddles to host/peer.

    If you do the following, it works fine:

    + Keyboard: On Escape pressed
    -> Multiplayer: Disconnect from room
    -> System: Reset global variables to default
    
    + Multiplayer: On signalling left room
    -> Functions: Call AddLog (message: "Signalling: left room")
    -> Multiplayer: Disconnect from signalling server
    
    + Multiplayer: On signalling disconnected
    -> Functions: Call AddLog (message: "Signalling disconnected")
    -> System: Go to Login
    
  • You'll want to use a text object attached to your enemy sprite in a container.

    When you type, you'll be able to compare the player input to the contents of the text object to pick the matching text object. If that text object is in a container with the enemy sprite, the correct enemy will also be picked. From there you have the proper target picked and you can do whatever you want with it, including get its position or destroying it.

  • Gonna start off by saying this is decidedly not a beginners topic, and that there are so many different ways to do it you're not going be finding a tutorial or template that will walk you through exactly the way you want it.

    Also, as far as game design goes, hand crafted levels are going to be superior to randomly generated ones 99% of the time, for much less work. I highly recommend building the rest of the game first, using a sample /example handcrafted level first, as the "fun-ness" of your game should not be dependent on procedural generation. When your core game is ready, you can add procedural generation of levels afterwards. By doing this, you'll also have a much clearer scope of what exactly you need your procedural generation to do.

    Here are a few resources:

    The closest thing I can think of from your description would be levels similar to Dungeon of the Endless: youtube.com/watch

    gamasutra.com/blogs/AAdonaac/20150903/252889/Procedural_Dungeon_Generation_Algorithm.php

    squidi.net/three/c_procedural.php

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  • If wallclock time doesn't work, use date.now.

  • You can use system wallclocktime, or the date plugin's now expression to get Unix time.

    Dt by default has a limit of 30 fps (minimum of 0.033. You can change this by the system action set minimum framerate.

  • You can probably do something with the set tile range action.

    I imagine I would still use an invisible helper sprite to define the area of tiles to erase or replace and collide with. It could result in vram savings.

  • One of the simplest ways would be to make it invisible while overlapping your player sprite, else visible.

  • If your want a more robust system, you'll probably want to use an array to keep track of all inputs in order and base most your event conditions off of that array.

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oosyrag

Member since 20 Feb, 2013

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