Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - tristonhopkins

Pages: 1 2 3 4 5
Resolved Questions / Re: Perlin Noise Random Terrain Generation
« on: May 08, 2012, 02:58:39 pm »
Well, I've made progress!  I was able to generate the perlin noise with BitmapData, then I used getPixel to input each pixel into my 2D array.  Now I just have to get my map drawing behavior to interpret hexidecimal color codes.  The hex values are of a large range where as I only need to draw a few tiles..  :'(

Resolved Questions / Re: Perlin Noise Random Terrain Generation
« on: May 08, 2012, 12:25:48 pm »
Thanks; generating the perlin noise into a bitmap sounds simple enough.

However, now I'm stumped finding a function to translate bitmapdata into a 2D array.  I've done some searching but I've come up empty handed.

EDIT: Okay.. I feel stupid.  I think I just found it as a method of BitmapData.  Going to see if it's what I need in the meantime.  Feel free to stop me if I'm wrong. :P

So I'm having a bit of a complicated problem with Stencyl.

I'm attempting to implement randomized terrain generation for a game I'm working on.  Currently, I have the behavior to read a 2D array as a map and output it as tiles completed.  Where I'm having issue is a behavior to create a 2D array map that is generated by the perlin noise algorithm.  I've spent the last few days doing some research, and I haven't been able to make any progress.

Does the Stencyl API even support the math functions needed to calculate the algorithm?  Unless I was doing something wrong, which is likely, even with what little I got Stencyl to attempt to do, it was throwing errors.  Ideally I'd like to make it a full behavior that I can control with attributes, but for now I'd just like to get the dang thing to work at all.

Thanks in advance!

Thanks!  I was able to figure it out.

Now I just need to wrap my head around randomly generating perlin noise and then how to output it into the array I use for my terrain map.  :'(

Ah, I think I didn't explain myself correctly.  I didn't mean how do I call setTileAt for every X amount of entries in the array, but rather how do I tell setTileAt where each tile goes.

I have yet to figure out the "random" part of the map generation, but I was able to generate a blank map with default tiles into an array.  My particular problem is getting Stencyl to translate that array into graphics.  I know how setTileAt works, but how to call it for each entry in the array completely alludes me.  I've seen how to do it with Flixel but I can't get Stencyl to do the same thing because of the difference in API.  If anyone has any relevant code I could look at, that would help immensely as well.  I just need any help I can get right now! :P

Windows / Mac / Flash / HTML5 / Re: Dwarf Miner [WIP] (Updated!)
« on: April 21, 2012, 07:04:54 pm »
Wow, has it really been nearly three months?

Thanks to the release of Stencyl 2.0, I had the chance today to poke around at Dwarf Miner again.  Since I last updated everyone on the status of the game, I've had a few ideas floating around that I stupidly didn't put to paper, so I might have to dig around in my mind to conjure them up again.  However, I'm going to spend some time reacquainting with Stencyl in general as well as all the new features 2.0 has to offer, and when I can truly begin worthwhile work on Dwarf Miner, I will announce it here.  I have some additional things I worked on in Dwarf Miner before I stopped work that I can likely release when I announce officially working on this again.

However, something that just came to mind while typing this post is a way that can work for both reacquainting myself with Stencyl and furthering development of Dwarf Miner at the same time.  While I'm proud of the enemy AI I created from scratch, there is a lot left to be desired, and I'd like to make that AI extend to more than just enemies in the future.  I think as my "reacquaintance" project with Stencyl, I will take a stab at updating the AI, however I will do it in a new test game from scratch.

We'll see how this goes. :)

Windows / Mac / Flash / HTML5 / Re: Dwarf Miner [WIP] (Updated!)
« on: January 31, 2012, 03:11:40 pm »
Well too bad for them!  I'm working on this purely for fun for now, so if it takes a long time to complete, then so be it.  ;)

Windows / Mac / Flash / HTML5 / Re: Dwarf Miner [WIP] (Updated!)
« on: January 30, 2012, 08:34:01 pm »
Hm. Alright. :-\
Is there something wrong with what I said?  o_O

I would imagine more content would be a good thing..

Windows / Mac / Flash / HTML5 / Re: Dwarf Miner [WIP] (Updated!)
« on: January 30, 2012, 06:35:12 pm »
In my opinion the game is pretty bare in terms of content at this point.  There is quite a lot left to be added before I'll be happy with it.

At some point I would like to have a working inventory in place, so that there are multiple "weapons" that can be swapped.  There also needs to be more varied locations to go to, because a grassy area and a cave just won't cut it on their own.  I have some ideas, but I'm trying to keep them mostly to myself in the event that I decided to cut some of it out at a later point in time.

Perhaps later today or tomorrow I will finally sit down and put together a list of what I would like to add, order it by importance, and when Stencylworks 2.0 comes along get to work on the list.  Before I hit this creative wall I was planning to make the current demo longer, but I couldn't justify it because there wasn't enough varied content to make it worth it.  I couldn't think of what to add at the time so I had been putting off working on it altogether until that wall broke down.

Windows / Mac / Flash / HTML5 / Re: Dwarf Miner [WIP] (Updated!)
« on: January 30, 2012, 05:15:10 pm »
Thanks for reporting these issues.  I am already aware of them, however, but this way there is a recorded post about the issue and that keeps me accountable to fix it. ;)

I haven't touched the game in around two weeks, mostly because I was so involved in working on it before that I hit a wall and couldn't think of any ways to improve upon what I had or what to add to it.  Now that I've been away from working on it the ideas are starting to flow again and I should resume work on it soon. Though, I am considering waiting to do any actual work aside from brainstorming until Stencylworks 2.0 is released.

Resolved Questions / Re: Animations Not Working
« on: January 16, 2012, 02:18:34 pm »
I'm going to venture a guess that you didn't attach the "On Ground" behavior.  Just attach that and it should work.  This is of course assuming you're using the behaviors from the crash course such as Walking, Animation Manager, On Ground, etc.

Windows / Mac / Flash / HTML5 / Re: Dwarf Miner [WIP] (Updated!)
« on: January 09, 2012, 05:13:11 pm »
I think attacking enemies is really hard. Your attack range is reaaally small and I ended up dying twice, the second time I was sure I was close enough to hit the guy but I didn't.

Also, I moved this to Announce Your Game.
This is actually something I'm already working to fix, but I'm glad to actually hear someone say something about it.  I was worried it was just me nitpicking.

And thanks for moving the topic! :D

Windows / Mac / Flash / HTML5 / Re: Dwarf Miner [WIP] (Updated!)
« on: January 09, 2012, 04:16:35 pm »
I really did intend to take a break for a couple days.. however at least a couple friends have said they wanted to keep playing once the demo was over.  I must admit, it is extremely short, so now I'm working to fix this, along with one or two minor but new things.

Game Ideas / Re: Roguelike
« on: January 09, 2012, 02:35:51 pm »
It may be just a prototype, but I'm genuinely impressed.  Turn based movement/attacks and a scrolling message box are two things I don't even know how to begin to make in Stencylworks myself.  I'm looking forward to seeing this develop further.

Pages: 1 2 3 4 5