enxomachina's Forum Posts

  • In a previous function I add 100 noise values to "data" and in the debugger it looks like this:

    Is that the sort of file information that would help? ;-;

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • I found this answer on a similar post 4 years ago by the user oosyrag:

    "Tile sizes can't be changed with actions, although the width and height of the entire tilemap can change.

    If you want different "resolutions" of tilemaps, one way is to have multiple tilemaps with different tile sizes layered on top of each other and only display the relevant one at any given time."

    I hope this helps or that another option exists ;-;

  • The idea is that there is currently 100 different numbers in the JSON under key "data" and I want to compare each value in "data" and if it's greater than 0, I want to add a new value at the end

  • I'm trying to mimic this:

    I want data.(loopindex("x")*loopindex("y"))

  • This looks somewhat closer to what I'm looking for maybe? I'm still missing something vital ;-;

  • I struggle myself with posting photos as I am new and for some reason this icon seems a bit chaotic if it will post or not:

  • If you want the ships to be created at a random position on the layout it could look like this:

    Notice that the 0 and LayoutWidth are separated by a comma and not a dash as it is often handwritten. Without photo's or more explanation it's very hard to tell what may be the problem ;-;

  • I am very new, but I think maybe if you add a Wait 0 Seconds action after the Spawn action and before the Call Function action, it may be fixed.

  • I let it run for a bit and the dictionary had 3000+ keys with 30,000 elements each and there still wasn't any noticeable slowing down.

  • I want to check each of the first 100 values of the json (Chunk_Width and Chunk_Height are both equal to 10,

    If that value is greater than zero (all 100 values are, but this is for testing) then it should activate the action. I just can't get the number after the dot to equal the loopindexs ;-; I want it to be like

    "data."&str(loopindex("x")*loopindex("y")) or something T-T

    Tagged:

  • You can store them in localstorage

    I played your game Strawberry Punch! Very epic ^-^

  • Creating lots of arrays started to show noticeable slowing after 400 arrays. I changed it so now the array information is stored in a dictionary key, then destroyed, and then I use a JSON to parse through the keys when needed. This keeps the object count to a minimum but I'm unsure when that will still not be enough. 3 million keys is still a lot so I'll likely have to consider localstorage. O:

  • Also, running this chunk generator every tick isn't causing problems, but I've noticed only about 10% of my CPU is being used, thems rookie numbers how can i utilize more cpu? O:

  • If there is an issue with RAM use, what could I do to maybe shift the chunk's array information to some other thing that doesn't use RAM? Maybe some sort of File Save thing?

  • So I recently figured out infinite terrain generation with a chunk system.

    I've limited it down to 9600x320 chunks though for better world design

    So for fun I've made it constantly generate chunks in the world maps grid pattern, with the concept being that once every chunk is done, the lag will be so wonderfully unnoticeable. That many chunks though, with 1/10th second delay, would take about 85 hours to finish. After all, the world is 600x20 miles large so that's understandable.

    I'll add what I need to in the future, but I was thinking over the weekend I could let this run and see what happens. Maybe the RAM use of having 3 million arrays with 30 thousand elements each would lag, although I have been very careful with this chunk system to minimize lag. RAM might be a new issue for a world this large.

    What do you think will happen? I understand this is unplayable and I'll later have to make it generate them only as needed, but maybe this fast generation could also be implemented for a short time while the player is in a loading screen or in a pause menu maybe. Just a fun learning experience ^-^