R0J0hound Thank You!! This is exactly what i needed to see. how you have set your terrain generation up is not how i would of thought to set this up.
The logic you used is way past my lvl right now but i will learn it through.
Dual sine is what im going to use, You have sold me on that! I never knew that the sine could be used in this way and like you said the expression looks more complicated than it really is. Thanks for explaining all off this to me R0j0hound.Im going to further examine your file and try to learn it alittle better aswell.
This is by far the ultimate terrain generation for construct 2, R0j0hound do you want me to upload the capX to the Main capX Tutorial Section?
I think alot of users could benefit from your help here.
I have one last question about arrays if you still have time, The question is in regards to Arrays and Animation Frames.
as you seen inside my original photo i have figured out how to set animation frames according to the X,Y positions inside the array but what if i wanted it to be alittle more dynamic?
For example i generate my ground tiles within the array first then i set my animation frames underground to the respective stones/ores i need which is so far so good but my issue is this, How can i check if my upper most ground sprite is exsposed to AIR? What i tried to do was place logic inside my project that checked if a sprite inside my array was exsposed to air and if this was true i would change that sprite to a grass covered ground tile.
I know how to check things at Offset but how would i go about doing that inside the array? This is the only true way to dictate and manipulate what goes on within the array and have things change in a natural fashion.