enxomachina's Forum Posts

  • no way no way no way!! omg I am so excited to try that out after work today Emi-Indo!!! 😻 wow!!

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    i did think up an alternative where I could run the app with a green background and chroma-key GoPro footage in later by mounting the GoPro to a phone case and doing post-production on PC 😅 but it will be good for video call reasons to keep them together!! And faster to have less post production anyways!!

  • I have plugged a cheap 720p USB webcam into an OTG adapter and plugged that into my phone's charging port. A different app like the popular "USB Camera" on the play store had no problem recognizing it.

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    Construct 3s built-in object User-Media did not pick up on the 3rd source though.

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    Maybe Emi-Indo's "WebRTC" addon was built to enable that specifically..

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    I'll be back when I learn more 🫡

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    Update: my app hit some major exciting milestones for me today so I will be putting this x0.5 zoom enhanced FOV on the back burner until a later day... It's the difference between 80⁰FOV and "unlocking" it's potential 120⁰FOV which is important to me. (Here's to hoping I can later use WebRTC to unlock an external 4k 180⁰FOV camera)

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    but after unlocking total full screen recently and voice input, I'm excited now to find other upgrades like converting values into gauges and stuff, I'll come back to this someday

  • I may be able to use Ultimate Camera if I rebuild my app in r449 and then test it by uploading it through Cordova, but I saw in documentation that 0.5x zoom might not be obtainable this way because 0.5 is not an integer.

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    I have tried connecting my GoPro Hero 5 via regular Bluetooth connection but it's not showing up as a camera source option.

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    Has anyone made their phone offer a 3rd camera source by attaching a wired external webcam? I don't yet have the gear to test it myself.

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    With a lot of elbow grease I can try to learn Bluetooth functions to deliver a live GoPro feed preview, or create my own custom addon.

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    Here's to hoping a wired external webcam will show as source #3!! 🤞

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    Soon I will demo this concept with items at BestBuy :)

  • I am making a camera app where the full viewport is my phone's real life environment facing camera.

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    My phone is a Pixel 8a which features a x8 zoom feature, but more importantly, it offers a x0.5 zoom feature with an impressive FOV⁰

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    Problem is, I can't seem to set any value to access that zoom level, or more importantly, that improved FOV.

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    I am also interested in manually changing the focus distance, or inputting touch taps to direct my camera what to focus on...

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    I believe I am looking for a custom plugin, which I'm willing to pay a lil cash for. I found a free one called Ultimate Camera by Emi_Indo, but trouble is, I don't know how to install it...

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    update: I have learned that this choice addon is for an older version so I am hoping to somehow convert to an older version or find one for r466

  • If coins and lives are instance variables on the player object, you can compare instance variables as a condition and change them as an action. If it's set up differently I could find a different solution

  • I've been working with noise recently, but I don't really get how to approach this idea. I would appreciate any insight or reference or even a name that I could research.

    Cheers.

    EDIT: I think it's essentially a distorted Voronoi, but I can't figure out how to distort its edges.

    On an interesting note, this highly reminds me of the way tectonic plates look, oceanic or continental, if you're interested, Artifexian on YouTube has a video titled Fantasy Maps & Plate Tectonics

  • > random(5,10) or round(random(5,10)) if it needs to be an integer

    Thank you. I tought, in this case i will get 5 or 10. But it works the way i want.

    If you hypothetically did want 5 or 10 at random you could use choose(5,10)

  • Event would be something like : every tick - set height to height+1, set width to width+1. You would change the 1 depending on how fast you want it to expand.

    we both simultaneously posted near identical replies cx omg

  • I'm not sure I understand the exact look you are going for, but you could run something like

    every tick > set sprite.width=sprite.width+1

    set sprite.height=sprite.height+1

  • My project was working but I noticed a critical issue, I fixed it and now it's working a lot better <3 I'm pretty confident I have a strong base to test it's limits now.

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  • Yeah, it took some time to implement that but I got it working, generating chunks only as needed. If a new chunk is needed, I make an array, fill it with noise with seeded random on z0, then fill z1 with what terrain type it is, then fill z2 with the tile to use since I'm using a tile bitmasking method to generate edges like this:

    and then z0,z1,z2 are moved to a dictionary with a key for the chunk location and the array is deleted.

    I would like to save it to some sort of array formation that isn't an object since 400+ array objects (even though they are dormant) caused lag

    3000+ keys though and I noticed no change. Still there is a noticeable lag when a chunk is generated, less lag if it's just loaded from the dictionary. Is there a good method of storing data in an array formation that isn't an object?

  • I am making a procedurally generated "infinite" map using a chunk based system.

    At first I made every chunk an array object but after 400+ array objects the game slowed a lot.

    So now I make the array, generate the info, then put the info into a dictionary with the key being it's coordinates, then delete the array.

    It seems to be working fine, even after 3000+ keys/chunks, but I am trying to optimize it to minimize lag when new chunks are generated or loaded from the dictionary.

    I'm hoping for larger chunks so that the player can see far away, and in the future you won't be able to escape enemies unless they are very far away. Like, half a mile away if you're running from a dragon.

    Right now if chunks are only 10 tiles across it generates and loads seamlessly but 30 tiles across isn't very far for most purposes. If chunks are 30 tiles across there is slight delay on generation and no delay on loading. If chunks are 50 tiles across then there is lag both ways

    I am new to using Construct as an adult, so in the past two weeks I have learned lots of critical information and am able to make fancy things, but I'm still very new. I don't know where to begin to minimize chunk generation delay and maximize render distance, I guess I'm just trying out random things and seeing what works.

    Ideally if I could keep the initial array system that would be great, but 400+ array objects is causing big lag

  • I am v excited, it looks like this system is working :D

  • It looks like this is working also? O_O I am new to using JSON and I looked all over for something like this, I think it is working!! :D

  • It looks like this is working O_O

    Does that look like a good solution?