oosyrag's Forum Posts

  • Just wanted to point out that the algorithmic and logical lessons learned from working with Construct, as well as basic computer science principles such as variables, expressions, functions, and mathematics concepts, will carry over to any programming language regardless of engine.

    So if I were an educator, I would consider that the value proposition here has nothing to do with if my students continue using construct or not in the future (I wouldn't really care), but rather how easy it is for me to teach in Construct versus another engine?

    Personally I would hate to waste time in a programming class worrying about syntax and compiling issues ect if I could be focusing on building a strong foundation for algorithmic logic instead. But of course that depends on what the goal of your class is...

  • Height and bump mapping simulate light depth by having certain pixels (based on a prerendered map) on an image be affected by a simulated light by different amounts, depending on what is specified by the map. It allows the illusion of 3d lighting in 2d.

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  • Here's the simplest overview I can give.

    The advanced random expression Classic2d(x, y) will give you a random value between 0 and 1 for every pair of values (x,y) you enter. Classic2d uses a Perlin noise algorithm. The special thing about Perlin noise is that neighboring values won't vary too much from each other, so neighbors won't normally jump from .9 to .1, as opposed to purely random numbers.

    So the most basic implementation would be something like you tilemap coordinate indexes as input x/y, and then you can 0compare the result and decide what to do with it. For example if it is less than 0.5, then make it a water tile. If it is over, then make it land. This is a common use case for Perlin noise to generate an elevation map. For any given x/y coordinate, it will return an elevation in the form of a number between 0 and 1.

    That's the absolute basics. You can add layers upon layers of noise to build whatever you want. Unfortunately it's quite open ended so there's not really a one size fits all algorithm or tutorial. It just depends on what your end goal is and how good you are with manipulating numbers via functions (in traditional math/algebra terms, not programming).

  • Additive should work fine. But you can use any blend mode really, it would just be using different design/colors for the base image/animation. Additive is generally the most intuitive to blend over a background though

  • The quickest most effective way would be to use an animated sprite with a blend mode.

    You'll have much more to work with using effects and filters in a true image editing program like blender or Photoshop/gimp. The built in effects will only get you so far.

    It is especially recommended to just make an animated sprite if it's a one off or repeated scene that doesn't change or need to be generated flexibly on the fly.

  • To automate it, you would use tokenat on the source text. Repeat source text token count times, and create and position each word (add the comma back when appropriate) based on loopindex or the number of characters in the previous word. Sprite fonts would be easier to handle in regards to positioning.

  • First thing that comes to mind would be to use separate instances of the text object for each word, instead of one text object with all the words. That should should make it simple.

  • Put your strings into an array.

    Set a variable to a random number - floor(random(array.width)). Use this number to read the string in the array at that index array.at(variable), then array - delete that index.

    You can do the same thing with a permutation table - each number in sequence will be randomized, and refer to an index in the array where you have your string.

  • The black copy is the drawing canvas copy, and the pink copy is the tilemap. You can get rid of or hide the first two as you wish.

    The game is doing nothing after the initial load as far as transferring the image to the drawing canvas and tilemap is concerned.

    High cpu usage is probably from the collision checks - each pixel is a tile. You can lower the overhead by lowering the resolution of tiles. This will also speed up the initial draw.

  • Multiplayer projects are hard to diagnose. Try to remove an aspect one at a time until you see what specifically is causing the problem.

  • You can run any JavaScript directly as an action in the event sheet, and you can make a post or get a url using the Ajax object.

    You'll need to see the AngularJS API to see how to interface with it. You'll probably find more information on AngularJS forums than here.

  • Do you have any other behaviors besides physics on your objects?

  • Check your fullscreen scaling settings.

    construct.net/en/tutorials/supporting-multiple-screen-17

  • Did you change the collision box of your rock to actually follow the shape?

    By default collision boxes are the same as bounding boxes.