Random cave generator(capx)

Show us your completed creations made in Construct 2

Post » Tue Mar 26, 2013 8:07 am

@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.
B
33
S
11
G
9
Posts: 381
Reputation: 10,153

Post » Tue Mar 26, 2013 8:11 am

@BluePhaze, thanks, i don't have IE 10, that is a lot of time!
B
33
S
11
G
9
Posts: 381
Reputation: 10,153

Post » Tue Mar 26, 2013 8:19 am

@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.
B
33
S
11
G
9
Posts: 381
Reputation: 10,153

Post » Tue Mar 26, 2013 10:39 am

@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?
slap it onto the flappy bird template...
bang it on google play with all the other shovelware...
sorted...
B
36
S
7
G
4
Posts: 322
Reputation: 8,170

Post » Tue Mar 26, 2013 5:57 pm

@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...
B
49
S
11
G
10
Posts: 1,833
Reputation: 14,428

Post » Wed Mar 27, 2013 6:35 pm

[QUOTE=Wrangler] @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?[/QUOTE]

@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.
B
33
S
11
G
9
Posts: 381
Reputation: 10,153

Post » Wed Mar 27, 2013 6:40 pm

[QUOTE=BluePhaze] @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...[/QUOTE]

@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
B
33
S
11
G
9
Posts: 381
Reputation: 10,153

Post » Wed Mar 27, 2013 6:54 pm

@cesisco nice examples. Thanks for showing us what you are working on.
B
31
S
8
G
5
Posts: 436
Reputation: 5,836

Post » Tue Apr 02, 2013 11:12 pm

Oh man. I wish I could do something like this. :(
B
40
S
12
G
7
Posts: 603
Reputation: 7,656

Post » Wed Apr 03, 2013 1:43 am

interesting man,,, nice generator.tchem2013-04-03 14:08:11
B
11
S
4
G
3
Posts: 120
Reputation: 4,058

PreviousNext

Return to Completed Creations

Who is online

Users browsing this forum: No registered users and 2 guests