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Messages - Pixel8ed dev

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Thank you , you are great, and again sorry if I am causing any trouble! , I am only 15 btw
I'll check it all out tomorrow, can't today :)

@LIBERADO sorry if I am annoying but is there a tutorial somewhere on those 2d list , couldn't find anything, I would be grateful if you could guide me a bit! Thanks :)

yeah.. I tried however the main rules of GOL are

Any live cell with fewer than two live neighbours dies, as if caused by under-population.
Any live cell with two or three live neighbours lives on to the next generation.
Any live cell with more than three live neighbours dies, as if by overcrowding.
Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction.

I can do the first three however the fourth one I am having trouble with. Here is my problem, I only want to create 1 cell if a cell is surrounded by exactly 2 cells, (I adapted this as I am creating and destroying actors, so there fore cannot detect a dead cell)
do you have any ideas? I really need this to work!
thanks you are great help to me

Hey.. Liberado's way of checking for the actor works, however I can't come up with a way to create a living cells, if i create them randomly they will overlap, I have no idea, so if ye have anything it would help , thanks !

Thanks guys for the ultra quick answer, I will check it out and see how it works and let ye know!

Hey.. I have a quick question
 How do I check if an actor exists a a specific coordinate?
What I am trying to make is a cellular automata (Game of life)
first i thought I should use tiles, but figured it would be easier to do with actors,
So any ideas?
What I want to to is basically a behavior that will go e.g if actor exists  at [X of self - 32]  [Y of self] then live
I would do that for each axis

Extensions / Re: Perlin Noise
« on: June 10, 2014, 02:30:09 pm »
would there be some tutorial on the stencylpedia about perlin noise, and procedural generation?
Would be great, this would help a lot of people

Chit-Chat / Re: Perlin Noise - How To:
« on: June 10, 2014, 02:21:58 pm »
Great, it is an extension that was looked for by some people.I wrote this as I just thought some people might find this information useful. I'll check out the updated extension tomorrow and update my post to suit the new update :)

Chit-Chat / Perlin Noise - How To:
« on: June 10, 2014, 08:16:46 am »
Hey, recently I became interested in Perlin Noise generation, after some research, I found that there is an extension that makes this very easy, however people can have trouble with using the extension. The extension can be found here,25079.0.html it is an attachment in the first post.
I found no tutorial on how to use the extension, so here it is:

First make sure you have the extension working, and that it is enabled,
Go into scene events and create an new event "Created"
and in this event you  first must create two attributes 1. an image instance and 2. an image
Then you must set the Image attribute to a blank image
Then run the Perlin noise on the Image attribute
Then you must set the Image instance attribute to an instance of the Image attribute
and finally attach the Image instance to the scene , or where ever you like

Here is a screenshot of the code:

Incase you are wondering about all those parameters in the run perlin block then here they are explained:

baseX:Number — Frequency to use in the x direction.
baseY:Number — Frequency to use in the y direction.
numOctaves:uint — Number of octaves or individual noise functions to combine to create this noise. Larger numbers of octaves create images with greater detail, but require more processing time.
randomSeed:int — If you keep all other parameters the same, you can generate different pseudo-random results by varying the random seed value.
stitch:Boolean — If the value is true, the method attempts to smooth the transition edges of the image to create seamless textures for tiling as a bitmap fill.
fractalNoise:Boolean — If the value is true, the method generates fractal noise; otherwise, it generates turbulence. An image with turbulence has visible discontinuities in the gradient that can make it better approximate sharper visual effects like flames and ocean waves.
channelOptions:uint— A number that tells which channels of RGBA to use.
    Red = 1, Green = 2, Blue = 4, Alpha = 8.
If you want green transparent noise you will use 2+8 = 10;
grayScale:Boolean  — If the value is true, a grayscale image is created by setting each of the red, green, and blue color channels to identical values. The alpha channel value is not affected if this value is set to true.

Perlin Noise is very useful for terrain generation.
Although I don't know how to generate terrain from the Perlin Noise, so if anyone knows I would really appreciate it if you told me how, this would help many others too.  :)

I hope you have fun with Perlin Noise :)
Will finish editing- dont have time right now

Game Art / Public Domain Game Art
« on: May 15, 2014, 01:53:42 pm »
Hey so, I was browsing through the web looking for a website with Public domain graphics or music but most had other sorts as well such as creative commons.However some people would specifically prefer public domain, I found some useful graphics and music and decided to make a small blog containing those (some art work from Kenney and the open game art bundle)
the graphics are awesome and perfect for beginners and pros or for people like me who have trouble with graphic design, I will try and post anything I find.
It also would be really cool if others could share what they find by clicking the submit button on the blog.
You can also submit your own art work.
before submitting make sure the work is public domain and if you like you can attribute the creator

so here is the link
hope you like it,
spread the word :)

Ask a Question / Stencyl D.N.A / Gene
« on: April 10, 2014, 11:46:56 am »
Hey, I am making a game where evolution takes place of a certain character race, meaning I will have multiple instances of the actor on screen and what I want to achieve is a DNA which could store E.g color of character, opacity, size etc.
And I was wondering how should I go about doing this, I though of using a sequence containing letters and numbers each corresponding to a certain trait or using attributes corresponding to each trait and then setting the attributes.
But then another question comes up, how do I apply this dna function to only certain characters of the same actor.
E.g 10 blobs spawn on screen, I want 2 of them to be green, 3 of them to be blue and 5 of them to be able to swim if they are near water(I could sort out the "if near water bit my self probably"), so how would I do this?  preferably through the designer.
Thanks you so much for any help, I really appreciate it  :)

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