oosyrag's Recent Forum Activity

  • A tag is not the object name. You want to put the tag you assigned to that object there.

  • If you ever forget, you can refer to the system expressions page in the manual.

    random(x)

    Generate a random float from 0 to x, not including x. E.g. random(4) can generate 0, 2.5, 3.29293, but not 4. Use floor(random(4)) to generate just the whole numbers 0, 1, 2, 3.

  • Gonna throw a wild guess and say it's because your first column of tiles is only 14 pixels wide while the rest are 16 pixels. Try adding two columns of transparent pixels on the left edge.

  • I don't know the video or specific algorithm you might be referring to, but the first approach I would try would be with a random walker algorithm, where the walkers are not allowed to move into existing tiles (or out of the bounds of the map). If the walker "traps" itself or reaches the exit, then start over, following the same previous path until there is a valid tile to branch into, and continue from there. You can add the constraint of not allowing 4 way rooms, but if you don't allow 3 way rooms either that would be difficult to always arrive at a specific end tile, and it may not be solvable at if there is a requirement for every tile to be filled in. Repeat until all possible tiles are filled or unreachable.

    This should result in a map where all tiles are reachable from both the entrance and exit. By keeping track of the number of existing exits from each room, additional constraints can be added, like only one exit for the entrance and exit rooms.

    So at each step, generate a list of valid tiles/exits to walk to, and pick one randomly, until there are no more valid exits. Then start over from the beginning until a valid exit is found to make a branch.

    The blue x on the second iteration represents the constraint where the first room can only have 1 exit, so a branch cannot be made there. The red x on the third iteration is the constraint that a room cannot have 4 exits, so it can't branch there and continues until it finds a valid tile to branch into.

  • Nope, I didn't. But if I could tell my past self to, I would mention that it's not really all that long, it's well written, and there's a lot of interesting information in it that would have saved me significant amounts of headache in the future.

    Therefore, that's the first thing I think anyone should be taught. I understand there are many like you (and me) who jump in. I now think that not reading through the manual a bad idea, as I've seen the results of it commonly in these forums over the past ten years.

    I also understand how it might have been difficult to find. But if you actually did read through the manual, this post wouldn't have been necessary since it would have been a thing that you knew existed. Even if you didn't quite understand how to use it at first, you would have known it was a thing and then looked it up again when it could have been applicable.

    Sorry that's a little bit of an off topic rant. I think containers are a very useful shortcut for a very specific thing, but you can work fine without them. I don't really think they're required knowledge compared to multitudes of other things like picking, how the event sheet works, expressions, loops, and arrays.

    Arrays would be my specific topic of choice to introduce outside the beginner tutorials. I die a little inside after every post where people are intimidated by the concept of arrays, when they're so useful and basically just spreadsheets that everyone is actually already familiar with. I blame high school array/matrix math for the confusion.

  • I think the first thing that anyone should be taught is to read the fab**ous manual. At least up to the references section.

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  • Looks great!

  • Not exactly what you've illustrated, but I have an old example that might be of interest. dropbox.com/s/3j5efgcnvv1kfwt/dissolve.c3p

    Similar idea though. You'll probably want to use drawing canvas to cut up your original texture into pieces, and then manipulate the pieces individually to attain the desired effect.

    Alternatively, just use a blending mask to mask the melting object as it passes into the acid, and have a simple animated sprite or particle generator under it.

  • Crowded? I highly doubt that it would affect performance in any measurable way. As for interruptions, it has gone down before, but I probably wouldn't be able to keep a better uptime personally without investing some significant cash.

    Peers not finding each other is usually resolved adding a TURN ICE server, which is generally speaking a paid service, separate from a signaling server. Hosting your own signaling server would be no different as far as connectivity goes for this type of issue.

    Before you worry about signaling, you should make your game first (try the free service)... There will be plenty of time to figure out if you need your own down the line. The same amount of work is involved to set up your own now or later, so better to spend your money and effort when you actually need it rather than do it ahead of time when you might not even need it at all.

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  • Consult the big yellow box at the top of the manual page. construct.net/en/make-games/manuals/construct-3/plugin-reference/share

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oosyrag

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