VictoryX's Recent Forum Activity

  • I think the video stresses some of the more important aspects of gaming that aren't always considered. Such as tight controls, themeing, and conveyance. Also it makes me want to create a game that would make someone that passionate about it. You are correct it is mostly just him going on about how Mega Man X is great. Within that though he talks about why it is so great for him. As game creators that is the demographic right there, gamers. Gamers talking about their favorite games and why they are their favorite games.

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  • I wasn't sure if I should post this here or in the How Do I... section. I recently made two tutorials for Construct 2 introducing beginners to the program by walking them through two simple games and how to create them from scratch.

    The first simple game is How to create Pong, probably one of the easiest games I could think to teach.

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    The second simple game is How to create Asteroids, another easy game.

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    These tutorials assume you know nothing to very little about Construct 2. Any critiques or suggestions to make my tutorials better or easier to understand would be awesome.

  • Tekniko the top grass will always be the same but the underground is randomly generated everytime.

  • I have not played spellbound, but I have played Terraria and the map size is not infinite it is just quite large. But there is an end to it. As far as setting up an infinite procedural terrain in construct I would not know how to go about accomplishing that. I mean I know you'd have to be destroying anything that goes off screen and creating things on the fly when they came on screen. But that lends itself to the issue of a constantly refreshing world where no changes you make stick. To my knowledge there is no game that has an infinite world that never ends and saves changes made to that world. I don't even think it would be possible. To make an infinite world you would need an infinite amount of ram and storage place to hold all that data.

  • Is the terrain infinite?

    No this Terrain is not infinite it is a pre-determined size set by the size of the array. Making an infinite terrain would be difficult I think in that you'd have to be creating objects on the fly as they appear on screen and destroying them as they went off screen.

  • How I created the Terrain. I followed a really great tutorial, Procedural Generation for Beginners Tutorial by abhilash2863. Full credit goes to him for an awesome PDF he put together on procedural generation.

    Create an Array.

    Assign each X & Y element a random integer from 1-20.

    Assign each X element in the Y element 0 to integer 21.

    If an elements number is less than 13 create object Terrain and set animation to dirt.

    If an elements number is 14-18 create object Terrain and set animation to rock.

    If an elements number is 19-20 create object Terrain and set animation to gold.

    If an elements number is 21 create object Terrain and set animation to grass.

    All of this runs on Start of Layout so every time the level is loaded this runs and assigns new random numbers excluding the top of the Terrain which is always set to 21 which will be grass. The underground however is always randomly generated so it will never be the same.

    So with a single sprite object, Terrain, I was able to assign it multiple animations. Animation Rock, Grass, Dirt, Gold, and each animation is a single frame of Grass, Rock, Dirt, or Gold. I was then able to assign instance variables to the Terrain object. GoldHealth, DirtHealth,GrassHealth, and RockHealth. When you hit something the events check to see which animation is currently playing if it is currently playing rock animation and you hit it then subtract 1 from rock health. If Rockhealth is equal to 0 then destroy Terrain object. So on for the rest excluding gold in that is GoldHealth = 0 then destroy Terrain object and add 1 to a Global Variable called Gold. Which is a counter that keeps track of how much gold you currently have.

    So that's pretty much the main bulk of the Terrain code.

  • No still using a single sprite object for all of the terrain. Been working on some other stuff such as the inventory so I haven't had a chance to learn tile maps just yet.

  • Small update you now start off without the hammer equipped and you will have to select the Hammer from the inventory to use it. Also there is a hammer icon around the cursor to easily identify what item you have equipped at the time.

    lolpaca I'll have to look into that, I read over it quickly and it seems a bit over my head. I think I will be able to figure it out sooner or later though lol. Thanks for the help.

  • Another small update. The inventory lag issue should be fixed now. The ground sprites now have a bit of rough edging so it's not just perfect squares. Got rid of the graphical bugs as well, IE weird black line across the top and odd gridlines. Right now I'm trying to figure out a lighting system. Where if you start digging down light will spill from outside to the underground and light it up a bit. I thought maybe a particle system would work for this but particle systems don't have collision so that is a no go for right now. If anyone knows of some advanced lighting techniques let me know.

  • I couldn't get the game to load on Firefox, IE or Chrome. Just a black screen for me.

  • Another quick update, the dirt layer is now destructible so you can dig through dirt grass rock and gold now. All with varying health. The inventory is back it sort of works in that it can be opened and closed with TAB and it will show if you have gold and how much gold you have. There is a new graphically bug where a black line runs across the top of the screen. The grid line issue has been fixed somewhat, how it was fixed I have no clue. There is also some FPS lag when opening and closing the inventory whenever you obtain gold.

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VictoryX

Member since 29 Aug, 2013

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