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Test, Experiments & Examples

Procedural Islands Showcase (1st week of Game Dev)

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enxomachina Published on 24 Apr, 2021

An alternate use of Construct 3's Noise Texture example, where instead of filling a drawing canvas, it fills an array matching to a tilemap. These height values correspond to whether the tile is Deep Water, Shallow Water, Sand, or Grass.

I learned how to do this last week, this upcoming week I plan to learn bitmasking. I want proper grass edges depending on the 4 adjacent tiles. I will check each of the 4 tiles to see if it's grass or not grass, spitting out a 4 digit binary code each corresponding to one of sixteen unique tiles. There is a more complex version of bitmasking (8 bit) that checks all 8 surrounding tiles but I've read it requires 48 unique tiles. And an even more complex version (10 bit) that checks all that plus which of 4 terrains it is on top of requiring hecka more tiles.

I'll also add some basic mobile controls so it isn't desktop only.

Instructions

Currently this is Desktop only, with arrows keys to move around. This is not a game, but simply an example of using perlin noise in Construct 3.

Version History

ID Date Size Engine Plays
4 24 Apr, 2021 at 12:27 481.7 KB Construct 3 127
3 24 Apr, 2021 at 09:36 482.65 KB Construct 3 3
2 24 Apr, 2021 at 03:31 485.54 KB Construct 3 9
1 24 Apr, 2021 at 03:26 485.54 KB Construct 3 0

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