mudmask's Forum Posts

  • the hunt is on. sort of.

  • Sethmaster - ah, in the compiled spritesheet? can I see a screenshot?

  • Sethmaster and lucid, regarding the seams issue - this might solve it, and might not, but I was having an issue with sprites lagging and jumping around, and so I made the spriter object set it's x and y to int(object.x) and int(object.y) (where object in this case would be your placeholder sprite) as opposed just object.x and object.y. I guess the issue was that it was trying to align sprites based on coordinates that weren't necessarily whole numbers, so it would round up or down. seems to work well for me, hopefully that helps for you guys. I haven't exported to nwjs, and I'm only guessing on what I think you're referring to with that issue, so maybe this is completely irrelevant.

  • klabundee thanks man - I would probably use overlap at offset

  • Creeping on some bull elk

    working on a day/night system (pretty much completed, just needs some better visuals), ducking, crawling, and running for the player, etc. next I'm hoping to get some basic AI for NPCs going.

  • Late night update... creeping on some elk during sunset

    working on a day/night system (pretty much completed, just needs some better visuals), ducking, crawling, and running for the player, etc. next I'm hoping to get some basic AI for NPCs going.

  • bclikesyou seems like it could help... but I haven't taken (or had) the time to try it out yet

  • oh whoops, it was a newer feature - https://www.scirra.com/manual/109/audio

    "Audio actions: Other

    Schedule next play

    This action causes the next Play action (all variants) to be delayed until the specified time. The delayed playback is sample-accurate. Typically events are only run every 16ms making it difficult to schedule sounds more accurately than that, but this action allows for perfectly scheduled playback, even in between ticks. If the specified time is in the past, it will play immediately. The time given must be relative to the audio hardware clock, which is returned by the CurrentTime expression, so typically sounds will be scheduled a short time ahead using an expression of the form Audio.CurrentTime + N. See the Audio scheduling example in Construct 2 for a demonstration."

    bclikesyou

  • good to know I haven't explored the feature much, but it seems like scheduling the audio file won't solve the problem either - is that right?

  • SoldjahBoy fire away man! I'm still pretty new to a lot of procedural generation logic though. Rivers can be tricky with a height map, especially if you're using a bitwise method (which you're not as far as I can tell). Mine aren't actually working quite how I intended.

    Are your weather effects pretty efficient? I think part of the fun in developing this kind of stuff is not knowing what your algorithm will spit out each time.

  • SoldjahBoy there's a lot of complex things happening in that demo!

  • Prominent - thank you! this has been a good project to put a lot of things I've learned to use.

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  • I made an endlessly generating map with these 5 events:

    Just include a global variable called GridSize (mine is set to 64) and make sure your tiles are double that size with soft edges (faded out alpha for a soft-blend) - then make the background of the layout black. This will give you a nice "fog of war" effect.

    ~Sol

    Dude sweet, can I see the result?

  • Some procedurally generated exploration:

    Sort of Zelda 2 style

  • Fleshed out the side scrolling a bit, and ran a pass through the array to fill in some of those bitwise gaps. Included some particles and the ocean as well. Really enjoying working on this! the grass is generated at random based on some variables I plug in, as well as the particles.