mudmask's Forum Posts

  • It looks great, well done!

    Thank you!

  • Hey Constructors,

    It's been a while since I've posted on here. I've started working on a project currently named 'Power Twins,' hoping to capture and boil down some of the fun of some of the side scrolling Mega Man games of old. Challenging myself to release this project within the first quarter of the year by limiting the scope of the initial release of the game.

    Here is an early gameplay demo. Also, while I've done graphics, code, and sound, I sourced the music from here to save some time:

    opengameart.org/content/8-bit-victory-loop

    Subscribe to Construct videos now

    Hoping to keep this thread updated Thanks!

  • Hello everyone,

    Lately I've been experimenting with showing higher resolution graphics (a title image for example) in tandem with standard pixel resolution graphics. I know this can be accomplished with scaling up gameplay layers, but when I try to scale up my HUD layers they don't display where I have them laid out.

    I don't know if I'm explaining that correctly, but if anyone can point me in the right direction I would greatly appreciate it.

    Thanks!

  • nope, that's what I did. Ill have to re-read about it in this, see if it has what i'm missing to unlock terrain. thank you for your help!

    what kind of results are you getting?

  • > > > > mudmask

    > I hate to say this because it was a long time ago ha... but that's how I generated the overworld maps, and then I used a simple bitwise solution to generate the tiles. you know, like

    >

    > 0=water

    > 1=land/sand

    > 2=grass

    > 3=forest

    > 4=mountains

    ahhhh yes, i'm not talking about the 2d side scrolling portion, I'm just talking about the overworld map. I'm having issues getting my higher elevation stuff working like mountain tops and such. I have the generation and autotile working fine. The issue is, after averaging each cell's value to be the average of the cell around them, I can still end up with things like mountain tops inside water, instead of being surrounded by a forest first. I can't figure out what I'm missing to get the transition between tile types working. I usually run the function to average out the array cells 1-4 times to get a good looking map

    Maybe this isn't perlin noise, but this is literally what I did:

    dxprog.com/files/randmaps.html

  • > > mudmask Any chance you've got pointers on how to setup mountains/trees like how you did on your maps? I've got everything working great, minus decorations like that. Each tile is set to a random number, and all numbers have been averaged to the tiles around it to create some sort of altitude effect. But I can't seem to figure out how to do it. Any pointers are appreciated!

    >

    > Are you using the perlin noise terrain generation method? If not, look it up - it's essentially what I do!

    I thought that setting an array full of random values, then averaging each tile by the values around it was perlin noise? That concept I understood pretty easily, i'll have to see if I can find something for Perlin Noise, but it looks like it's been replaced by Simplex Noise?

    I hate to say this because it was a long time ago ha... but that's how I generated the overworld maps, and then I used a simple bitwise solution to generate the tiles. you know, like

    0=water

    1=land/sand

    2=grass

    3=forest

    4=mountains

  • mudmask Any chance you've got pointers on how to setup mountains/trees like how you did on your maps? I've got everything working great, minus decorations like that. Each tile is set to a random number, and all numbers have been averaged to the tiles around it to create some sort of altitude effect. But I can't seem to figure out how to do it. Any pointers are appreciated!

    Are you using the perlin noise terrain generation method? If not, look it up - it's essentially what I do!

  • From Kitten Catcher, which can actually be played here:

    mountgamer.com

    And another simple game I'm hoping to finish up this week:

  • Salman_Shh That's pretty cool - I was actually trying to figure out how to do that as well.

  • WackyToaster

    I did end up filing a bug report...

    github.com/Scirra/Construct-3-bugs/issues/3588

    Pretty problematic as a lot of my users are on smart devices, and a lot of them are iphones :\</p>

  • > > mudmask this is exactly what I'm looking for (mostly the island/landmass generation part). For my game, I plan on generating a new worldmap per campaign. What ever happened to this project? Did you turn it into a template on the store?

    >

    > Ah. I hate to say this, but I stepped away from game design for a bit.

    >

    > But I'm back at it. And this is a project that I will once again rehash. You can check out some of my smaller releases on my own page, mountgamer.com.

    >

    > And thanks for rehashing this old thread. This project was awesome! I'm ashamed to admit, it got a little too be big for me. I'm going to reuse the tile generation of the overworld and mix it with the larger TMX placement of the subworlds and turn it into something else.

    same boat as you man, just gettin back into it. And I left off with workign on my own version of what you're doing here! Similar concept as my game, 3D overworld map, but digs into a 2D sidescroller. You can see the sidescroller part here - youtube.com/watch

    Let me know if you're interested in working together, could always use a helping hand

    Looks pretty cool! Thanks for rehashing this too. Suddenly a lot of folks have been showing up and asking me about old projects. I guess it's time to get to work.

  • mudmask this is exactly what I'm looking for (mostly the island/landmass generation part). For my game, I plan on generating a new worldmap per campaign. What ever happened to this project? Did you turn it into a template on the store?

    Ah. I hate to say this, but I stepped away from game design for a bit.

    But I'm back at it. And this is a project that I will once again rehash. You can check out some of my smaller releases on my own page, mountgamer.com.

    And thanks for rehashing this old thread. This project was awesome! I'm ashamed to admit, it got a little too be big for me. I'm going to reuse the tile generation of the overworld and mix it with the larger TMX placement of the subworlds and turn it into something else.

  • Heh, I also wanted to do a puppy love clone at some point.

    I tried it and the links don´t work on iPad. Not sure how you could work around it... unless you have some mistake in your events (I don´t think you have since it works fine on android/PC) you should probably file a bugreport.

    Thanks for checking it out! I was hoping someone would say 'works on my iOS!' 😂 I will definitely file a bug report. If anyone else has any ideas, I'd love to hear from you.

    Thanks everyone!

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  • Hello my friends,

    I recently launched a simple game on my own hosted game page, called kitten catcher, which can be accessed here: mountgamer.com/kitten-catcher

    When you get a game over, the game over screen gives you options to share your score to social media and to go back to the home page to play more games. For some reason, I just can't get any of the links to work on my iOS device. I've tried the invisible button trick, the while touching + touch end trick, and nothing seems to be working. I would love for users to be able to play more games, share their score, etc, and I know a lot of folks use their Apple devices.

    Any other work around ideas?

    Thanks guys!

  • A Mike... you have restored my project to it's full 8bit glory! Thank you!!!!

    Are you using the draw-self mode? That might explain the issue. If you'd like you can send the simple example file to me and I'll see if I can figure anything out while Edgar is busy.

    > Sorry to double post - here is a blank project with just those particular spriter objects dropped in, using the default retro settings and the pixel perfect checkbox checked., just to make sure it wasn't me or my ported project. Maybe it's a problem with the C3 runtime nearest neighbor? Some parts of my sheet aren't even rotated or scaled or anything, and it looks like (in my opinion as a graphic designer) it's trying to resize to like 99% or something.

    >

    >