Gillis's Recent Forum Activity

  • Made some progress on procedural item shops tonight. Armor first, then weapons, and finally I will add the clerk.

  • > Added 32 Weapons (3 types),32 armors, 40+ heads/helmets. water pumps, repairable turrets,destroyable terrain, persistence between zones, herringbone and perlin noise blend of modularity, endless levels tested out to 70000 so far, creeping alien growth, portals, earth-day events. more to come. Procedural item shops coming soon.

    damn that sounds good, but are the 70k levels procedural generated? or are you reusing a surtain amount of levels?

    amazing stats progress :D

    Its all procedural. I am using a blend of Herringbone Wang with "Advanced Random"(<- C3 feature) Perlin noise.

    Since I generate levels realtime in order to reach infinite.... the trade off is you have to find some non standard way to store changes, but a dictionary or array works nicely.

    More info on Herringbone

    nothings.org/gamedev/herringbone

    nothings.org/gamedev/herringbone/herringbone_tiles.html

    *EDIT* Thanks a lot by the way!!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Added 32 Weapons (3 types),32 armors, 40+ heads/helmets. water pumps, repairable turrets,destroyable terrain, persistence between zones, herringbone and perlin noise blend of modularity, endless levels tested out to 70000 so far, creeping alien growth, portals, earth-day events. more to come. Procedural item shops coming soon.

  • Making some progress on procedural weapons today. (Sorry its so zoomed)

    Subscribe to Construct videos now
  • In the project tree right click Files -> New -> JSON

    Once its added as a file to your project you should just be able to double click the file in Construct 3 editor and edit it there in a spreadsheet view.

  • R0J0,

    Here is my recent BulletML style attempt. The main difference is it gives you a circle perimeter around an object to bloom from. Hope you like it :) This would be cool with your dual 4x pop

    Sharing if anyone else needs this. Thanks for getting me on the right path R0J0

    dropbox.com/s/u8qk14qaesqpcwi/bulletcircleidea.capx

  • OK.I got it to work.

    Sharing if anyone else needs this. Thanks for getting me on the right path R0J0

    dropbox.com/s/u8qk14qaesqpcwi/bulletcircleidea.capx

  • amazing. This gives me some ideas.

  • Thanks. Also found some clues on stack today:

    Something like this...

    Create object with bullet behavior measuring angle back to origin The below algorithm creates an object at some random point along the diameter (measuring from the radius)... I just need the think of a way to space them evenly now.. I think I couple with Sine and bingo.

    x = cos(random(0,1)*(3.14159)*2)*radius

    y = sin(random(0,1)*(3.14159)*2)*radius

    *Edit* perhaps I take the original random spot and then divide the number of desired evenly spaced bullets but 360 and loop on that... Let me give it a try.

  • Actually "Wait for Signal" might be pretty close to what the op was thinking of.

    I think so too

  • Lately I have been trying to get organized in my code. For my procedural level generation I am bundling environment generation into functions to keep things tidy and ensure they create in a very controlled way. One Function finishes (inline) and at the end calls the next Function and so on. If a certain biome is dry for instance, I skip the create water function.

    I find myself using these functions more and more to control event flow.

    • Signal
    • Function
    • triggering off of a global variable change
    • occasionally counting ticks
  • BulletML? Bullet Hell Pattern Generation?

    Goal of thread - identify different ways to make pleasing bullets 'blooming' out from a single coordinate or 'turret' perimeter.

    I have been successful in the following heuristic:

    • Set turret on random spin rate.
    • Set rate of fire to random interval
    • set upper and lower limits that are pleasing.

    I was just wondering what types of algorithms/heuristic methods people use to make pleasing and realistic bullet hell patterns? Is there an easier way?... similar to BulletML in Unity?

    What I am working on is procedural so I am nervous that certain bosses are going to create patterns that are essentially impossibilities.

    Has anyone achieved the same type thing with Sine or Waves?

Gillis's avatar

Gillis

Member since 7 Apr, 2012

Twitter
Gillis has 5 followers

Connect with Gillis

Trophy Case

  • 12-Year Club
  • Forum Contributor Made 100 posts in the forums
  • Popular Game One of your games has over 1,000 players
  • Regular Visitor Visited Construct.net 7 days in a row
  • RTFM Read the fabulous manual
  • Email Verified

Progress

17/44
How to earn trophies