enum pirate's Recent Forum Activity

  • The image above shows my game and the process that I made for creating my own randomly generated maps. I created an object that digs through the map and places tiles while randomly turning at certain points.

    The problem I am having is I would like to make a game like the picture below

    where the world is surrounded by water and has stone clusters and trees spawned in at random points on the land. When I try to use sprites I end up getting poor performance so I modified my "digging generation" code to work with tiles. I am left with no clear idea on how I am supposed to:

    1. Surround the play area with water

    2. Create clusters of stone and trees on the land that the player can interact with (this is REALLY confusing when using tiles instead of sprites)

    I understand that I will end up having to use a bitwise tile method to make each tile connect but I am confused with the map generation process that would be involved with this.

    My method was quick and dirty and I am sure there is an easier way to accomplish this.

  • Here is another example:

    Thank you I tried this method and it worked great!

    I appreciate all the help everyone.

  • I simply want to make a circle increase in size the closer a certain object gets to it.

  • Place dots on the circle like so:

    x = Position + Radius * cos(Angle)

    y = Position + Radius * sin(Angle)

    Position will be the center of the circle (your player ship)

    Radius is the size of the circle

    Angle will be the angle between the circle and the missile. To get that, use angle(x1,y1,x2,y2)

    When a missile is created, create a dot and give it a variable with the UID of the missile. Then use "pick by unique ID" to pair them. You can probably use a container instead if you want.

    The size of the dots can be based on the distance between the dot and the missile using distance() and...er...range conversion, maybe. Using just distance() will make them smaller as the missiles get closer.

    Hope that helps.

    Thank you, this is actually a lot more practical than the way I was trying to accomplish it. I will try it.

  • I want to make it where each circle around the player (on the blue circle) represents the direction a missile is coming from and as each missile gets closer each circle must increase in size.

    I've only managed to create circles that orbit around the player when a missile is near and I got them to point in the direction of each missile. I did this using a sprite that sets its angle toward the missile.

    The problem that I've run into is I don't know how to make it so that each circle is "spawned", chooses the right missile to represent, and deletes itself after the missile is destroyed. I also am not sure how to make the circle increase or decrease in size without messing up the origin.

  • I would like zombies that not only follow the player, but also break down any walls that the player builds.

    Is there an easy way to do this? I am using the moveto behavior/plugin and I am not able to make the zombies do anything except run into walls and attack the player.

  • The world generation is cool, how did you get it to generate worlds so consistently?

  • Here. Capx is commented; should be self-explanatory:

    https://www.dropbox.com/s/yysabadof5yt3 ... .capx?dl=0

    Thanks!

  • I currently have a way of randomly generating maps by spawning sprites but this is bad for performance.

    I was wondering how I could create a specific tile at every point where there is a floor sprite.

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  • ------------------ is a simple rogue-like shooter that I was able to finish in a little over a week.

    Download it here:

    ----------------------------------

    Features:

    Randomly generated levels, retro sounds, addictive gameplay!

    How to Play: Move with the left thumbstick and use your right thumb to hold down anywhere on the right side of the screen. With your thumb still down move it in any direction to shoot.

  • So I have made a randomly generated map using an object which moves around randomly and spawns a floor tile every time it moves.

    So the floor tiles work great and it makes a good map every time but I was wondering how I could spawn walls after the map generation is done?

    I want it to look something like this so that every top wall projects a shadow but I have no idea how I would be able to spawn walls.

  • Seem very interesting, but than I'm a huge fan of randomly generated survival games. Really liking the style as well! Are you also adding day and night sequences, with Construct 2's dynamic shadows and "darkness layer", it would really add to the atmosphere and depth

    Day and Night cycles are definitely something I plan to add!

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enum pirate

Member since 1 Feb, 2014

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