cesisco's Forum Posts

  • cesisco is there any good way to limit the height of any particular section so that you can't get stuck in areas that are too tall to jump out of? I mean I see that you could just give movements like double jump, wall jump, etc... but that limits the type of game you could use it on. A way to control to some degree some of the attributes of the randomly generated terrain would make it much more flexible...

    BluePhaze, yes you can make rules for the type of game you want, next week i will take a look at these examples and i will split them in different categories, cave , platform, autotile etc, because my capx are rigth now a big mess.

    here an example for a random platform game, is a very rough, but in this example the player can jump to every terrain in the level.The player can jump only 256 pix high.

    random terrain

  • cesisco Wonderful news, and I've always wanted to see how the bitwise autotile method worked. Is it a custom behaviour or just some clever event work?

    Wrangler, i use events for the Autotile system, actually i'm working in a terrainn library to use with the autotile system, and it will have more than 50 types of terrain, i will talk about this in other post.

  • It looks great and it seems to have a gameplay with a lot of depth <img src="smileys/smiley32.gif" border="0" align="middle" />

  • newt thanks for the advice, my Google chrome takes only 6 seconds to generate the cave and Firefox 10 seconds and they run very smoothly with this 48x32 Array.

  • BluePhaze, thanks, i don't have IE 10, that is a lot of time!

  • Wrangler EncryptedCow , thanks!Yes i can release this as a .capx as soon as i have a flawless cave generator without those disconnected caves(the hardest part of the job).Take note that this .capx uses the bitwise autotile method for the terrain sprites too.

  • Thank you guys!By the way, any performance issue?I wonder if these caves will be playable if i make them 2 times bigger, right now it's a 48x32 array.

  • Hi, here's my cave generator(i'm working in a game that will use this).I'm using the cellular automata 4-5 algorithm and a set of other rules, but i have to work a little more on it, because once in a while i'm getting some big disconnected caves.

    Arrows-move and jump

    Spacebar-fly

    Hold Z to Zoom out and see the entire cave

    G-generate a new cave

    Random cave capx

    Random cave example

    UPDATE:you can find above the link to the capx., this is slightly different from the example but you can use your own tiles for the auto-tile function.

    Edit:i forgot to paste the comments to this example so if you have any doubts just ask here if you like.

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  • Thanks guys, i'll try those solutions.

  • Is the array to be filled a fixed size?

    Hi, yes, i don't know the size yet, maybe 40x40.

    Tks

  • Hi, i just want to fill an array with 2 components at random positions, but i need 60% of componentA and 40% of componentB in the array, can anyone give me a hand with this?

    Thanks

  • cesisco all the world generation code is in one group - it's called 'world generation' or something.

    Basically, I resize a grid of random noise with bilinear (smooth) filtering, then threshold it to black and white. The reason it never blocks the player is because the threshold favors white more than black - this is controlled by a variable (forget what it's called).

    Ok thanks, i'll dig into it one more time.

  • sqiddster Congratulations, this is fantastic!I looked at the game .capx but i can't understand where you do the "cleaning" of the array to make those organic platforms that never blocks the player path.Can you point me in the right direction?

    thanks

  • czar Kuso ,thank you guys!I'll update the link as soon as i have a couple of "real" levels.

  • Hi, here is a playable demo, just to show some environments and some basic game mechanics, this is not a level.I have a few doubts about which direction the game will take, maybe more puzzle oriented with shorter levels, or a classic platformer.I already have a few short levels with a lot of challenging puzzles involving these mechanics(and a few more)and i think this is the way to go.

    This game will require a lot of work(in my spare time) to develop, should i give it a try? I'll appreciate some feedback about the demo.

    Tks

    DEMO ZED-3600