enxomachina's Recent Forum Activity

  • If coins and lives are instance variables on the player object, you can compare instance variables as a condition and change them as an action. If it's set up differently I could find a different solution

  • I've been working with noise recently, but I don't really get how to approach this idea. I would appreciate any insight or reference or even a name that I could research.

    Cheers.

    EDIT: I think it's essentially a distorted Voronoi, but I can't figure out how to distort its edges.

    On an interesting note, this highly reminds me of the way tectonic plates look, oceanic or continental, if you're interested, Artifexian on YouTube has a video titled Fantasy Maps & Plate Tectonics

  • > random(5,10) or round(random(5,10)) if it needs to be an integer

    Thank you. I tought, in this case i will get 5 or 10. But it works the way i want.

    If you hypothetically did want 5 or 10 at random you could use choose(5,10)

  • Event would be something like : every tick - set height to height+1, set width to width+1. You would change the 1 depending on how fast you want it to expand.

    we both simultaneously posted near identical replies cx omg

  • I'm not sure I understand the exact look you are going for, but you could run something like

    every tick > set sprite.width=sprite.width+1

    set sprite.height=sprite.height+1

  • My project was working but I noticed a critical issue, I fixed it and now it's working a lot better <3 I'm pretty confident I have a strong base to test it's limits now.

  • Yeah, it took some time to implement that but I got it working, generating chunks only as needed. If a new chunk is needed, I make an array, fill it with noise with seeded random on z0, then fill z1 with what terrain type it is, then fill z2 with the tile to use since I'm using a tile bitmasking method to generate edges like this:

    and then z0,z1,z2 are moved to a dictionary with a key for the chunk location and the array is deleted.

    I would like to save it to some sort of array formation that isn't an object since 400+ array objects (even though they are dormant) caused lag

    3000+ keys though and I noticed no change. Still there is a noticeable lag when a chunk is generated, less lag if it's just loaded from the dictionary. Is there a good method of storing data in an array formation that isn't an object?

  • I am making a procedurally generated "infinite" map using a chunk based system.

    At first I made every chunk an array object but after 400+ array objects the game slowed a lot.

    So now I make the array, generate the info, then put the info into a dictionary with the key being it's coordinates, then delete the array.

    It seems to be working fine, even after 3000+ keys/chunks, but I am trying to optimize it to minimize lag when new chunks are generated or loaded from the dictionary.

    I'm hoping for larger chunks so that the player can see far away, and in the future you won't be able to escape enemies unless they are very far away. Like, half a mile away if you're running from a dragon.

    Right now if chunks are only 10 tiles across it generates and loads seamlessly but 30 tiles across isn't very far for most purposes. If chunks are 30 tiles across there is slight delay on generation and no delay on loading. If chunks are 50 tiles across then there is lag both ways

    I am new to using Construct as an adult, so in the past two weeks I have learned lots of critical information and am able to make fancy things, but I'm still very new. I don't know where to begin to minimize chunk generation delay and maximize render distance, I guess I'm just trying out random things and seeing what works.

    Ideally if I could keep the initial array system that would be great, but 400+ array objects is causing big lag

  • I am v excited, it looks like this system is working :D

  • It looks like this is working also? O_O I am new to using JSON and I looked all over for something like this, I think it is working!! :D

  • It looks like this is working O_O

    Does that look like a good solution?

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  • In a previous function I add 100 noise values to "data" and in the debugger it looks like this:

    Is that the sort of file information that would help? ;-;

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enxomachina

Member since 23 Jan, 2020

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