endless409's Recent Forum Activity

  • I'm trying to create a menu at the top of the screen with objects that already exist in a family. Is there a way to create one of each object in a family? Here's the event that has me stumped.

    [attachment=0:2tidsruw][/attachment:2tidsruw]

    Any insight or suggestions would be awesome!

  • After a little bit more tweaking, I got the loading screen to work! To iron out the last few issues, I had to nest the miner events and use a trigger once for each of the function calls. I've attached the working capx for anyone interested in procedural generation in Construct 2.

    [attachment=0:13zud146][/attachment:13zud146]

    Thank you Magistross, 7Soul and Lolpaca for the help!

  • I interpreted some great advice and it looks like I got the loading screen set up. In doing so, my miner has gone wonky on me and doesn't behave as it did in the previous capx.

    To minimize the bloat on the screen, I turned some of the groups into basic functions. The problem seems to be with the loops for the Miner array and MapForeground array. In debug mode for instance, all of the Miner arrays should be destroyed, but somehow the repeat loop recreates them. Anyone have any thoughts? Also, the mined area compared to the original capx are vastly different. Here's the updated capx:

    [attachment=0:ffyuiexm][/attachment:ffyuiexm]

  • All the generation logic is done in a single tick, and no display update is ever done, so the only text you'll see is the last one.

    Would gating the groups with a local variable split them up? Something like:

    local var load = 0

    If Load = 0 then "set group x" activated and add +1 to Load

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  • In this project, I would like to have a verbose loading message on the top opaque layer. Once all the events and actions are complete, I would like to make the top layer invisible, revealing a procedural generated map. The problem is, it seem that the arrays that are used somehow take precedence over everything else in the event sheet. The end result is a black screen that lasts for up to 4 seconds before the level pops into view (even longer in my main project, as there are more complex events happening in the array). Even though I have the groups disabled, and updated text being set between each activated group, none of that actually occurs, as if it were skipped. Here is a screenshot and capx file:

    [attachment=0:iqdan6ne][/attachment:iqdan6ne]

    [attachment=1:iqdan6ne][/attachment:iqdan6ne]

  • Hi all! I really have no idea what I'm doing!

  • Still trying to wrangle in this problem. In doing some more troubleshooting, I found these weird observations:

    • The layout does not appear before or in the middle of the groups running in order, only after the arrays have been "set up".
    • It appears that disabling the groups is somehow ignored, else the layout would show the "Loading" layer with the updated text.
    • Leaving the top layer visible, will show the last update made to the loading screen.

    After doing some troubleshooting with Lolpaca, it appears that there is some buggy behavior going on. Trying to replicate issue in a new capx.

  • Here's a stripped down version of my prototype with the issue. I've followed the suggestion, and it seems like there is something overriding the initial screen being drawn. Here's a screenshot of my groups and how it's set up.

    [attachment=1:2n9i4nkt][/attachment:2n9i4nkt]

    Here's the capx

    [attachment=0:2n9i4nkt][/attachment:2n9i4nkt]

    I don't think I have anything outside the norm, but obviously I'm missing something pretty fundamental here. The mining group, and cleanup group take a significant amount of time (pressing the need for this loading screen!). Whatever I do, I can't seem to get the layout to appear before the arrays are configured...

    Also, just a heads up, the project uses the RandomPlus plugin!

  • Thank you Lolpaca! I just came back from a holiday weekend, so I'll give this a try later today. I'll post my findings as soon as I get a chance.

  • I'm not sure if I'm using the right terminology for this, so I'll describe what I mean. My current project uses procedural miner method to draw out the game. The problem is, there is a long period of "black screen" before the array is done, tilemap is drawn and all of the objects are created. What I would like to do is create a loading screen that tells the player what is happening (creating caves, water etc..) while this black screen is up.

    I found a similar game by Lolpaca called Greed that appears to do what I'm aiming for. Here's the link to his game. After you start the game, the level is being generated with a status of what's happening.

    https://dl.dropboxusercontent.com/u/106247621/Greed%20Demos/Greed-Demo%20v26/index.html

    Could someone lend me some insight on this one?

  • I tried out the tilemap object and guess what? The CPU usage went down considerably, beyond my expectation. This has caused a few more challenges that I can't seem to get past. While using sprites, the player would collide and destroy the blocks. With tilemaps, there doesn't seem to be a straight forward way to check for collisions at an offset. Any care to shed some light?

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endless409

Member since 19 Nov, 2013

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