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  • chrisbrobs

    1. the problem occurs with unchanged ver. of the included lookuptest1.capx

    2. the red square is just a sprite.

  • chrisbrobs

    No, they basicaly look all the same as in the image i posted previously.

    I did a little test because i wanted to know if the blue parts in the image is transparent and just showing the background... Its not transparent.

    It looks like it gets the color from somewhere on the screen, have a look at this image

    http://i.imgur.com/33x5XDV.jpg

    I added a red sprite object to the project that toggles visible and invisible and you see it somehow effects the filter

  • Hey chrisbrobs, thanks for all the efx you're doing,

    unfortunatly this one doesn't work for me ... or at least it doesn't look like your preview picture

    here is how it looks to me

    http://i.imgur.com/yfcjhlF.jpg

    (tested in chrome,firefox and NW.js all with the same results)

    im using win 8.1 64bit

    nvidia GTX 760 with the latest drivers

    Awesome news, Thanks Ashley

  • Lunarovich It's awesome to hear that you're back developing this plugin, because i love it !

    I have a couple of questions and suggestions about rot.js and the c2 plugin

    • License
    • More wall infos
    • More floor infos
    • Nested level generation
    • Corridors wider then 1 tile
    • Corridors start/end point
    • Is corridor a dead-end
    • Corridor list (like rooms) for each corridor
    • Zones/sections
    • Is a circle FOV possible
    • Some more rot.js features

    1.

    Do you know what I need to take care of in terms of the rot.js license?

    Do I just have to credit it somewhere or do I have to do something else if I want to use it in a commercial project?

    2. + 3.

    The problem with level generation in c2 is that with events big loops or nested loops are slow compared to loops directly executed in js,

    therefore would it be great to produce more information directly in js and output it to the c2 plugin.

    for example:

    v This would help v
    *********************
    *########***########*
    *#......#***#......#*
    *#......#####......#*
    *#......D...D......#*
    *#......#####......#*
    *#......#***#......#*
    *########***########*
    *********************
    *=filled #=wall .=floor D=door
    v This would be better v
    *********************
    *########***########*
    *#......#***#......#*
    *#......#####......#*
    *#......D,,,D......#*
    *#......#####......#*
    *#......#***#......#*
    *########***########*
    *********************
    *=filled #=wall .=floor D=door ,=CORRIDOR
    
    v This would be almost perfect v
    *********************
    *#TTTTTT#***#TTTTTT#*
    *L......R***L......R*
    *L......#TTT#......R*
    *L......D,,,D......R*
    *L......#BBB#......R*
    *L......R***L......R*
    *#BBBBBB#***#BBBBBB#*
    *********************
    *=filled .=floor D=door ,=corridor 
    #=CORNER T=TOP-WALL B=BOTTOM-WALL L=LEFT-WALL R=RIGHT-WALL
    [/code:2kw35ik9]
    But the best would be a [url=http://www.saltgames.com/2010/a-bitwise-method-for-applying-tilemaps/]bitwise method[/url] to get a [url=http://www.cr31.co.uk/stagecast/wang/blob.html]"blob tileset"[/url] output 
    
    4.
    It would be great if nested level generation was possible. 
    e.g. In the 1st run you create a couple of big rooms and in the 2nd run you fill these rooms with different level generation ( maze, cellular automata ...)
    
    5.
    Is it possible to create corridors that are wider then 1 tile with rot.js
    
    6. + 7.
    To know where a corridor starts and ends and if it is connected to a room or a dead-end is a good way to bring interresting gameplay to a dungeon crawler or roguelike, you can place loot in dead-ends so the player didn't walk the whole way for nothing and you can place traps or monsters on the start or end of a corridor.
    
    8.
    A corridor list (like the room list) would help shorten the event loop count
    
    9.
    With zones/sections I mean closed of parts of the level creation, 
    for example two "lumps" of rooms and they are only connected to each other with one door. In the first "lump" you could hide a key to the next section.
    There is a Template in the scirra store that does the same thing but its made with events and thus is not that fast but it shows good what I mean [img="https://static3.scirra.net/images/newstore/products/1500/download%20%282%29.png"]
    
    10.
    Is a circular FOV possible with rot.js ?
    
    11.
    Do you plan on adding some more of the rot.js functionality. 
    What I particular have in mind is: 
    [url=http://ondras.github.io/rot.js/manual/#lighting]Global lighting[/url] 
    [url=http://ondras.github.io/rot.js/manual/#noise]Noise generation[/url] 
    [url=http://ondras.github.io/rot.js/manual/#rng]some of the RNG stuff, especially "Picking a weighted value"[/url]
    
    Omg what a post   
    I know this is a huge list and I hope you dont get me wrong, the plugin right now is very usefull as it is and i love it !
    Nevertheless or better especially because I like it so mutch would I greatly appreciate if you could get as mutch features from this list added to the plugin as possible, 
    because each of them would make the plugin this mutch more usefull.
    
    Thanks for taking the time to read this and if something is unclear (english isn't my native language, if you couldn't tell  ) or you need someone to test , feel free to pm me directly or just submit an answer here, I'm follow this topic anyway.
  • nimos100 You are right. Did a test and it didn't work.

    The only thing that worked is what Turing was mentioning befor with the different cell or border sizes.

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  • Wouldn't it be possible to have one obstacle map with different values like this

    The ship has value 1 as obstacle and the tank value 2 and 3

    1=land

    2=water

    3=building

    Or isn't that already possible if you use path cost ?

    ship path cost for land = positive infinity

    tank path coast for water and building = positive infinity

    but i dont know if that would be efficient or not

  • The one jump where you "glitch" through the whole stack of tiles you are very close to the left edge of the stack, I think you landet on the blocks to the left and jumped again.

  • Hi ThePhotons, if i start the default pool example with NW.js formerly known as node.js this is the error message i get.

    http://i.imgur.com/xmExDwP.png

    I hope that helps fixing the issue.

    • Edit -

    I figured i add a link to the edited project as well for convenient further testing

    NW.js_poolDemo.capx link

  • I can confirm... it's a great Stream with great people.

    If you haven't already I definitely recomend you come by and say Hi.

    Btw just so people know who i am. On Twitch im TackerTacker

  • Lunarovich are you still actively working on this plugin, or did you abandon it ?

  • Hi

    Either I don't understand how the priority of buffs work or they are broken.

    NR1 Expected result when priority is bigger or equal 0 :

    • 1st time Button A is released ===> (sum = previous result of sum+buff) ===> 11(sum) = 10(previous sum) +1(buff "HP UP")
    • 2nd time Button A is released ===> (sum = previous result of sum+buff) ===> 12(sum) = 11(previous sum) +1(buff "HP UP")

    11,12,13,14,15,16... and so on

    NR2 Expected result when priority is less then 0 :

    • 1st time Button A is released ===> (sum = base+buff) ===> 11(sum) = 10(base) +1(buff "HP UP")
    • 2nd time Button A is released ===> (sum = base+buff) ===> 11(sum) = 11(base) +1(buff "HP UP")

    11,11,11,11,... and so on

    But in both cases I get the result of NR2

    Is the Behavior broken or do I expect the wrong results ?

    Thanks in advance

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