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  • Aww man data loss sucks

    But no problem, there are plenty of other tutorials and examples from you guys that i can work with.

    I just thought this demo would be a great all in one starting point.

    I probably wont need the example anymore by the time you've recreated it, but I think it would be a good idea none the less for other people to get an easy start with spriter.

    Cheers

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  • Hi lucid, i was wondering if there is a .capx of the example demo ?

    It would be realy great to have an all in one example like this, if you dont want to hand out the cat graphics just water mark them like you did in other example .capx

  • I mad a tweaked version too and build a small use case example for it.

    weightedPropability.capx

  • Did you test if the plugin works with minify script ?

  • pangzhenyao

    nw.js is the wrapper you are using to export you game with ( http://nwjs.io/ )

    and nw.exe is the executable file that runnes your game.

    I don't know about the system32 stuff ?!? But it will create a folder in AppData\Local\%username%\%ProjectName% to store savedata

    You'll find some more info here:

    https://www.scirra.com/manual/162/nwjs

    https://www.scirra.com/tutorials/1276/e ... ode-webkit

    And the latest NW.js version here:

    https://www.scirra.com/nwjs ( make sure to deinstall the older NW.js versions from your Pc befor installing the new one )

    Please let us know if you get still rejected by steam or not.

    • Post link icon

    Ok to get this thread back on topic again... <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    Great news! The new version of Greenworks is released (Greenworks v0.5.2 for NW.js v0.13.0-beta7)

    https://github.com/greenheartgames/gree ... /tag/0.5.2

    Ashley ... just in case you didn't saw it already

    • Post link icon

    Looks like stuff is happening https://github.com/greenheartgames/greenworks/issues/64

    I hope they'll release the new greenworks version soon.

  • chrisbrobs

    1. the problem occurs with unchanged ver. of the included lookuptest1.capx

    2. the red square is just a sprite.

  • chrisbrobs

    No, they basicaly look all the same as in the image i posted previously.

    I did a little test because i wanted to know if the blue parts in the image is transparent and just showing the background... Its not transparent.

    It looks like it gets the color from somewhere on the screen, have a look at this image

    http://i.imgur.com/33x5XDV.jpg

    I added a red sprite object to the project that toggles visible and invisible and you see it somehow effects the filter

  • Hey chrisbrobs, thanks for all the efx you're doing,

    unfortunatly this one doesn't work for me ... or at least it doesn't look like your preview picture

    here is how it looks to me

    http://i.imgur.com/yfcjhlF.jpg

    (tested in chrome,firefox and NW.js all with the same results)

    im using win 8.1 64bit

    nvidia GTX 760 with the latest drivers

    • Post link icon

    Awesome news, Thanks Ashley

  • Lunarovich It's awesome to hear that you're back developing this plugin, because i love it !

    I have a couple of questions and suggestions about rot.js and the c2 plugin

    • License
    • More wall infos
    • More floor infos
    • Nested level generation
    • Corridors wider then 1 tile
    • Corridors start/end point
    • Is corridor a dead-end
    • Corridor list (like rooms) for each corridor
    • Zones/sections
    • Is a circle FOV possible
    • Some more rot.js features

    1.

    Do you know what I need to take care of in terms of the rot.js license?

    Do I just have to credit it somewhere or do I have to do something else if I want to use it in a commercial project?

    2. + 3.

    The problem with level generation in c2 is that with events big loops or nested loops are slow compared to loops directly executed in js,

    therefore would it be great to produce more information directly in js and output it to the c2 plugin.

    for example:

    v This would help v
    *********************
    *########***########*
    *#......#***#......#*
    *#......#####......#*
    *#......D...D......#*
    *#......#####......#*
    *#......#***#......#*
    *########***########*
    *********************
    *=filled #=wall .=floor D=door
    v This would be better v
    *********************
    *########***########*
    *#......#***#......#*
    *#......#####......#*
    *#......D,,,D......#*
    *#......#####......#*
    *#......#***#......#*
    *########***########*
    *********************
    *=filled #=wall .=floor D=door ,=CORRIDOR
    
    v This would be almost perfect v
    *********************
    *#TTTTTT#***#TTTTTT#*
    *L......R***L......R*
    *L......#TTT#......R*
    *L......D,,,D......R*
    *L......#BBB#......R*
    *L......R***L......R*
    *#BBBBBB#***#BBBBBB#*
    *********************
    *=filled .=floor D=door ,=corridor 
    #=CORNER T=TOP-WALL B=BOTTOM-WALL L=LEFT-WALL R=RIGHT-WALL
    [/code:2kw35ik9]
    But the best would be a [url=http://www.saltgames.com/2010/a-bitwise-method-for-applying-tilemaps/]bitwise method[/url] to get a [url=http://www.cr31.co.uk/stagecast/wang/blob.html]"blob tileset"[/url] output 
    
    4.
    It would be great if nested level generation was possible. 
    e.g. In the 1st run you create a couple of big rooms and in the 2nd run you fill these rooms with different level generation ( maze, cellular automata ...)
    
    5.
    Is it possible to create corridors that are wider then 1 tile with rot.js
    
    6. + 7.
    To know where a corridor starts and ends and if it is connected to a room or a dead-end is a good way to bring interresting gameplay to a dungeon crawler or roguelike, you can place loot in dead-ends so the player didn't walk the whole way for nothing and you can place traps or monsters on the start or end of a corridor.
    
    8.
    A corridor list (like the room list) would help shorten the event loop count
    
    9.
    With zones/sections I mean closed of parts of the level creation, 
    for example two "lumps" of rooms and they are only connected to each other with one door. In the first "lump" you could hide a key to the next section.
    There is a Template in the scirra store that does the same thing but its made with events and thus is not that fast but it shows good what I mean [img="https://static3.scirra.net/images/newstore/products/1500/download%20%282%29.png"]
    
    10.
    Is a circular FOV possible with rot.js ?
    
    11.
    Do you plan on adding some more of the rot.js functionality. 
    What I particular have in mind is: 
    [url=http://ondras.github.io/rot.js/manual/#lighting]Global lighting[/url] 
    [url=http://ondras.github.io/rot.js/manual/#noise]Noise generation[/url] 
    [url=http://ondras.github.io/rot.js/manual/#rng]some of the RNG stuff, especially "Picking a weighted value"[/url]
    
    Omg what a post   
    I know this is a huge list and I hope you dont get me wrong, the plugin right now is very usefull as it is and i love it !
    Nevertheless or better especially because I like it so mutch would I greatly appreciate if you could get as mutch features from this list added to the plugin as possible, 
    because each of them would make the plugin this mutch more usefull.
    
    Thanks for taking the time to read this and if something is unclear (english isn't my native language, if you couldn't tell  ) or you need someone to test , feel free to pm me directly or just submit an answer here, I'm follow this topic anyway.
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