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Randomiser starts with 255

  • mmdev1 - John & Luci

    Hi,

    In reality when randomisers are coded they are never truly random. We have an engine that is deterministic. Which means the game will run the same each time it plays, including randomisers.
    There are many benefits of this, but you are hitting one of the negatives and you'll have to work around it using logic.
    Without know what you're using it for I can't really help you with what logic you need.

    John

  • CloaknDaggerson

    Hi,

    There is one random element you could make use of if making a game, and that is the player! What I mean is that no one person is going to tap a button or wiggle the controllers at exactly the same moment every time.

    The trick is to constantly generate the 'random' values but only use the value being generated AT THAT MOMENT when a controller button is pressed.

    I don't know if this methodology could be applied to what you are making but in the end the player is the only element that is unpredictable!

    Give us some more detail and maybe we could be more specific about a possible solution?

  • CloaknDaggerson

    I think I could explain that better.

    So...when a randomiser is 'born' in Dreams will spit out the same sequence of outputs every time the game is restarted, so the sequence might be 1,4,2,3,5 and again 1,4,2,3,5 just as an example.

    You could make it so that if the sequence is on 3 the moment a button is pressed, then a 3 or more specifically the third output is used.

    It may be that you actually get different signal values per pulse on a single randomiser output but I'm not sure as I haven't tried using them in Dreams yet.

    I hope what I have said makes some sense either way?

  • mmdev1 - John & Luci

    hi,

    CloadnDaggerson is correct and that is one way to create a "seed" if you have time to get an input from a player that works really well in helping generate a random start point on the randomiser.

    John

  • LadyLexUK

    Thanks all, but I already have that random element in place (the workaround I spoke of) and my randomisers work fine - I just wanted to make sure that I was going down the right course and not doing something stupid or leaving something out that would solve it. You have all basically described what I already built so thats good.

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