megatronx's Recent Forum Activity

  • > >

    I have a 2D project with world generation on an array, I figured out how to generate the top layer (grass) and bottom layer (dirt) and I want to add water generation.. but I don’t know how to implement it... I need water to appear with sand, that is, to begin with, one layer of sand is generated and on top of the sand there is water, and after that there is earth again... I hope I was able to explain.

    > >

    > > https://drive.google.com/file/d/1TxkYZGoSq_gLlgBeZxO0mgISQOI4HyZK/view?usp=sharing

    >

    > I can't open your prj because I don't have seed plugin,

    > But you could just randomly spawn water at x, y-1 or more. This will randomly produce a cube above sand. Make sure that you only create tiles if array cell is 0 or less.

    > but to have a lot of water,

    >

    >

    > waterSpawn = 0

    > set waterspawn to choose(0,1)

    > for 0 to waterSpawn

    > loopindex = 0 create tile sand at xy

    > loopindex = 1 create water tile at x, y-1

    >

    > Hoe you can figure out other things from this example. you can add more loops.

    > If you want water pool you probably need to first make a random choice, then repeat maxWater times for y - loopindex("maxwater")

    >

    > For sand above same logic, just more coding.

    How can you make ore generation on the rise?) As I understand it, I need to check the height ( Y ) in the array and create an ore sprite in place of the stone, but when I implement it, nothing happens...

    I'm not sure what you mean? It does also depends on your code and weater u are using sprites or tilemap ( you should be using tilemaps), so it's hard to say just like that.

  • Thanks GenkiGenga

    My plan right now is to focus on the social media aspect of Animate.

    Not the marketing of influencers so much as exploring the niche of creating content.

    So more motion and graphical design, and only slightly gamdev related.

    I'll be doing stuff for beginners in the content creators realm with tuts and templates, then move to more advanced.

    I was producing tutorials for 3 years, vide editing, sound, script, directing etc for a company that is in competition with construct to some extend, and doing videos for several other big companies. If you need help with getting your idea off the ground, drop me a line on discord - Mikolaj.

    As for motivation, listen up dudes, it's important:

    started using construct in late 2007, and registered on forums in 2008. Before that I used games factory and click and play a bit, as well as rpg makers. Never done anything more then a prototypes of ideas. But roughly in 2009 I started working freelance , and started learning how to get things done by myself. Did a lot of projects for many clients across the years, every now and then coming back to construct to try something out. Those years of prototyping in construct thought me a everything about where are its strengths. Now I'm doing a game that is going to be completed. Here's the trick : have an idea - > write it down -> split it roughly in to stages of development - > work on it as often as you want too and don't worry how long it takes. If you can do a little bit each day, that's good enough. Keep code simple, static, linear, don't use functions, avoid behaviours. Don't try to go beyond what construct is capable off, don't complicate the code and don't get exited, instead give yourself little targets each day. If you can't figure something out for a while, again, just plan it out on paper. But start with most difficult part of your game too. Once it is done you will feel like everything else is just a formality.

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  • I have a 2D project with world generation on an array, I figured out how to generate the top layer (grass) and bottom layer (dirt) and I want to add water generation.. but I don’t know how to implement it... I need water to appear with sand, that is, to begin with, one layer of sand is generated and on top of the sand there is water, and after that there is earth again... I hope I was able to explain.

    https://drive.google.com/file/d/1TxkYZGoSq_gLlgBeZxO0mgISQOI4HyZK/view?usp=sharing

    I can't open your prj because I don't have seed plugin,

    But you could just randomly spawn water at x, y-1 or more. This will randomly produce a cube above sand. Make sure that you only create tiles if array cell is 0 or less.

    but to have a lot of water,

    waterSpawn = 0

    set waterspawn to choose(0,1)

    for 0 to waterSpawn

    loopindex = 0 create tile sand at xy

    loopindex = 1 create water tile at x, y-1

    Hoe you can figure out other things from this example. you can add more loops.

    If you want water pool you probably need to first make a random choice, then repeat maxWater times for y - loopindex("maxwater")

    For sand above same logic, just more coding.

  • > I'm working on 16x16 3d grid. Can't make it much larger because of floating point error on large layouts ( and I have quite big map ). Can't remember what to bias it is set, something like 0.03 maybe, best I could set. But the borders do flicker pixels. In general I did correct it to max of my possibilities. It would be nice if we could smooth it out.

    >

    > Re resolution, I had to set it to 8k, otherwise it was pretty bad.

    Can you post a picture the moment the shadow is 'flickering'?

    Just fixed it!!

    In runtime.js set shadow auto frustrum to false! Not flickering anymore, nor disappearing. R0J0hound

    MegaMente Br How did you fix your skybox seam?

  • Wow! You are a lifesaver!! Thanks a lot!!

    Since I was looking for effects, I didn't think of looking in the addons subforum...

    I didn't even know effects could be packed as addons! I thought addons were only for new behaviors and object types. I always just copied the effect files to Construct's Effects folder, hehe.

    Thanks again!

    Your welcome!

  • > > > R0J0hound Hey, i think that the shadow issue in first person is due to camera frustrum making objects behind the camera disappear. Unfortunately it is impossible to set camera near to anything lower than 0.01. Do you think you could this one little tweak? Thx

    > >

    > > Whats the shadow issue?

    >

    > Two issue actually: 1. it flickers 2. It shrinks/expands/disappears depending on the viewing angle/ Now I know it is Z axis related. for shadows created at Z close to camera Z it doesn't happen. There's also a possibility that because of two sided mesh it generates two different shadows being casted from two opposing angles.

    About the flickering:

    I saw that... I didn't test, but I think that if you use rounded rotations it will be 'flikerless', what shadows map configs are you using? I think (3096; Infinty; 0.05) it's pretty good. Also, If you make your game 'higher', I mean, making your player have 300 pixels high instead of 32, for example, it might not even be noticeable.

    About the second issue:

    What??

    But... have you tried moving the light a bit and it's angle, or making the shadows bias higher a little bit?

    I'm working on 16x16 3d grid. Can't make it much larger because of floating point error on large layouts ( and I have quite big map ). Can't remember what to bias it is set, something like 0.03 maybe, best I could set. But the borders do flicker pixels. In general I did correct it to max of my possibilities. It would be nice if we could smooth it out.

    Re resolution, I had to set it to 8k, otherwise it was pretty bad.

  • > R0J0hound Hey, i think that the shadow issue in first person is due to camera frustrum making objects behind the camera disappear. Unfortunately it is impossible to set camera near to anything lower than 0.01. Do you think you could this one little tweak? Thx

    Whats the shadow issue?

    Two issue actually: 1. it flickers 2. It shrinks/expands/disappears depending on the viewing angle/ Now I know it is Z axis related. for shadows created at Z close to camera Z it doesn't happen. There's also a possibility that because of two sided mesh it generates two different shadows being casted from two opposing angles.

  • The light actually has its own frustum and it may very well be off. Ideally it contains the whole scene.

    But I’ll be honest here it’s unlikely that I’ll be doing any more changes to this plug-in any time soon.

    IK R0J0, you've been saying this for a long time now. If I could do js I'd fix those things myself. It's just so close for this plugin to cover 100% of my need. Shadow issue fix and vertex as mesh export/import would make it 100%. I hoped that once you save verts as mesh, and then save state of the plugin, it will also save the models, but it doesn't work this way.

    I've managed to figure out method to have 4mln polygons or even more in the level, running at max refresh rate ( 75fps on my screen, in the debugger!!! ) - really giving a lot of thought on my side to maximise its potential. ( I shall be showing what I've done in the near future thought right now got to focus on another project ). But I wanted to use a layout to generate mesh, then just load it when needed on another layout to trim down layout starting time.

  • R0J0hound Hey, i think that the shadow issue in first person is due to camera frustrum making objects behind the camera disappear. Unfortunately it is impossible to set camera near to anything lower than 0.01. Do you think you could this one little tweak? Thx

  • I am not feeling good.... :/// (I am just a bit upset about not knowing that before)

    Now I have to study like a month to understand how does this work! I just picked up the example you gave me but I can't even imagine how It works....

    I mean, To make it work for every mesh I will have to learn how mesh loading works and know how illumination must work FOR EVERY vertex... (I am crying internally in many different ways....)

    But anyway, thank you. I will try to see if this is easier rather than sync a 2D object with a 3D object.

    It's not hard, believe me. It is actually simple. Only thing about verts is that in this plugin they are not accessible after their creation, so you won't be able to have dynamic shading and lights, meaning you got to calculate it on creation.

    As for creating polys with verts, it is very easy, really. And you can help yourself by creating one bigger texture and point uv to a section of it. Ie. texture has 16x16 equal size tiles, so then with uv's you can use int's as texture corodinates and divide them by number of tiles in the texture, U = textureIDx/16, V = textureIDy/16 for left top corner of the texture and for bottom right you do U = (textureIDx+1)/16 , V = (textureIDy+1)/16, and so on.

    Ask ChatGPT, it knows construct2 and algebra, so it can produce psudo events for you. I always start prompt with "Construct2, events system, create a program:"

    It seems reasonably busy as ever to me. Early January is often a quieter time of year though.

    People usually come to the forums when they have a problem. So to some extent, well-designed and easy-to-use software should have a quieter forum, whereas complicated and problematic software would have a lot of people posting!

    I can see your point! Btw. Happy New Year!

    I'd like to share something with you. I don't want to embarrass you, but some 4 years ago by hand of fate, out of nowhere, I've meet and later worked for 3 years with one of the original clickteam founder and developer, and he told me story about you, that you were a kid genius making the best plugins for MMF and I think for GF. In the way he told me this I could still see his awe towards your talent. But he was also very pissed that you left and started construct ( if I recall from when I joined construct forums, it was about HW ). Funny but he wouldn't even allow me to speak about it, so sometimes when I wanted to tell him something related to construct, I'd have to say something like "you know, in that program that cannot be named ...". hehehe. He was working on new tool at the time, js engine where you use basic, and I saw a huge potential in it, because as mush as I find events simple to work with, the speed of typing something vs speed of adding events is quite big, and I wish there would be construct script, events in scripted form. Also as I'm at it creating 2d and 3d objects from verts and colouring each vert options would be great. That's in ROOJ 3d plugin, and I'm using that atm. And I recently installed CC just to check something from old project, and I got to say, native exporter input snappiness can be felt there, plus some of the solutions seamed bit more useful, then the way they were done in later version. But that's not a request, nor a complain, just something I'd personally would benefit from, as I want to make 3d retro games, but with a bit more graphical variety then just cubes and pyramids as it is in c3, and with a bit more control. That's why I was rooting for his proj, as it was gong to be doing 3d too. But it's not fully there yet, maybe will never be, and it was taken over by rest of his team while he moved on, and I, with new understandings about programming I learned from the man came back to c2 and making in it something very cool.

    But yeah, a little intertwined story here.

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megatronx

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