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Topics - Pixel8ed dev

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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

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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 http://community.stencyl.com/index.php/topic,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

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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 http://publicdomainstuff.tumblr.com/
hope you like it,
spread the word :)

4
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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