Map Generator

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Started by Sanshiro 115 posts Page 5 of 6 View original ↗
  1. I have a question, is it at all possible to add a portal somewhere in the dungeon that allows players to teleport back to the entrance? Say I had a town where you buy armor, weapons, etc, and as they gain gold down in the dungeon, they can teleport out to spend that and upgrade or buy new equipment and items, and then have them be able to teleport back down to the floor they were on? I tried setting up a transfer event that would simply use the FloorCount Variable, but I haven't gotten anything to work.

    Second question, is it possible to make larger generated floors if I make the map size in the editor bigger? Say 64x64 instead of 32x32?
  2. Nisshoku said:
    I have a question, is it at all possible to add a portal somewhere in the dungeon that allows players to teleport back to the entrance? Say I had a town where you buy armor, weapons, etc, and as they gain gold down in the dungeon, they can teleport out to spend that and upgrade or buy new equipment and items, and then have them be able to teleport back down to the floor they were on? I tried setting up a transfer event that would simply use the FloorCount Variable, but I haven't gotten anything to work.

    Second question, is it possible to make larger generated floors if I make the map size in the editor bigger? Say 64x64 instead of 32x32?

    I use a variable to keep the floor count and it works fine. My previous game had 1,000 floors on the old RPG Maker 2k3 and using this plugin I've gotten to 30 floors in and out as you please with no issues.

    You can virtually add any event on a floor. You can try posting screenshots and I can try diagnosing what's going on if you like. When you say you havn't gotten -anything- to work, what do you mean exactly by -anything-?

    You'd just need to put a portal (transfer player) in the dungeon, that transfers you to a town. That's a really classic and neat idea, I love it. You can teleport back and forth, however, it will reset the dungeon layout when you go back (so it won't look the exact same).

    As far as the size of the level, I've only tried 32x32, but I plan on trying a bigger size. All you have to do is test it, it shouldn't take more than a few seconds to test.
  3. This is really cool I am booking this page :)
  4. SatansAngel said:
    Heres an update for you guys in previous posts - answering your questions and adding some NEW info.

    First, The notetag is to the right of the namebox when you create a new event (It says 'Note:' - the box to the right of EV002), the top of my window is always cut off so it's hard to see but I took the best screenshot my computer could get... It's not a comment or plugin or script command.
    View attachment 64236

    Second, if you download the sample demo extract the original 1.00 version of the plugin, it may work. I couldn't get the new plugin to work at all after hours even of re-doing the script myself - understandable why everyones frustrated. I may go back later and try it but for now the original version plus DreamX's extension works great for me with no errors/TypeErrors, unlike the new version of the plugin.

    This is the best one I've found for random dungeons, if anyone else has a better one shoot me a message.

    Can you help me please since you know how to use this plugin?

    I can't get anything to generate. I think I'm doing the commands and stuff wrong but I'm not sure at all as I can barely understand the directions.
  5. I'd really like the idea but I cant get anthing to generate. It always says "Cannot read property of 0 undefined". Any tips? I copied his events exactly for my new project... His demo works but not in my own project.

    Edit:


    So if anyone is wondering and can't get it to work... It's very picky about tilesets! But if you pick viable ones it will work, with DreamX's add-on plugin of course. It's really an amazing plugin when its functioning and you just have to be strict on the tiles you use within the tileset. So try making a new map and using different tiles, I think it likes them to be close to the A_1-A_5 range, and not near the bottom of the sheet. But that's just from my experience. Not totally sure.
  6. Been using this plugin with a lot of success. This is truly a great plugin.

    My one problem with it though is that you can't load the game if you saved on a dungeon map. When you start back up the game from the playtester this is the result (shown below first picture)

    Anyone have any ideas on how to fix this? It is even possible with the plugin?

    Its somewhat game breaking for me, because it means that none of my potential players will be able to save whilst in dungeons (I currently have an autosave script running which saves every 5 ticks)...

    If this can't be fixed I could make a checkpoint to save at the hubworld, that they must go to and save manually every time. But it would be really nice if anyone had an idea how to fix this.

    @Sanshiro and @DreamX

    Thanks so much for your plugins, they are the becoming the core of my game and I'm really having a lot of fun with them.


    This is what it looks like when it fails to load the save: (or when loading a save after quitting the game and then playtesting it again): (NOTE: The game does load correctly (second picture) if you load the save without exiting and starting the playtester again)
    YtYyJfl.png


    This is how it should look (how the world looked when it was saved):
    wzedTn6.png


    EDIT:

    Hey I'm sorry... again nevermind. The reason why it was loading oddly was because it only does so if you change something about the map (edit it) in the editor, and then try to load it again. Otherwise it can load again from exiting and reopening the playtester just fine. Not game breaking at all.
  7. Nza3 said:
    Been using this plugin with a lot of success. This is truly a great plugin.

    My one problem with it though is that you can't load the game if you saved on a dungeon map. When you start back up the game from the playtester this is the result (shown below first picture)

    Anyone have any ideas on how to fix this? It is even possible with the plugin?

    Its somewhat game breaking for me, because it means that none of my potential players will be able to save whilst in dungeons (I currently have an autosave script running which saves every 5 ticks)...

    If this can't be fixed I could make a checkpoint to save at the hubworld, that they must go to and save manually every time. But it would be really nice if anyone had an idea how to fix this.

    @Sanshiro and @DreamX

    Thanks so much for your plugins, they are the becoming the core of my game and I'm really having a lot of fun with them.


    This is what it looks like when it fails to load the save: (or when loading a save after quitting the game and then playtesting it again): (NOTE: The game does load correctly (second picture) if you load the save without exiting and starting the playtester again)
    YtYyJfl.png


    This is how it should look (how the world looked when it was saved):
    wzedTn6.png


    EDIT:

    Hey I'm sorry... again nevermind. The reason why it was loading oddly was because it only does so if you change something about the map (edit it) in the editor, and then try to load it again. Otherwise it can load again from exiting and reopening the playtester just fine. Not game breaking at all.

    Primarily, I believe since the map is only a temp map it doesn't save itself in memory, easiest way I would think to save you the headache is to prevent players from saving on dungeon maps (.i.e. can only save in town/hubs).

    You can retain the level the player has progressed with variables, which would allow them some way to continue their journey via a portal from town back to the level they last completed.

    However, when they return it will be a new layout for the dungeon level.
  8. Awesome mod, have yet to use it though. Is it just me, or is the video in OP gone?
  9. I have a question with this Plugin, or something that works with it:

    Do you have an option to have the entrance or exit occur from the sides, or have parts of the dungeon pre-made (Like an Entrance and Exit at a certain location) and the rest generated? I might be interested in that particular feature
  10. DavidFoxfire said:
    I have a question with this Plugin, or something that works with it:

    Do you have an option to have the entrance or exit occur from the sides, or have parts of the dungeon pre-made (Like an Entrance and Exit at a certain location) and the rest generated? I might be interested in that particular feature

    While it doesn't do that, the Extension created by Dream, gives you notetags that can prevent an event from spawning in the start room....so if you put that into the exit event, you will at least not have the entrance and exit in the same room.
  11. Hello,
    I share my own version of this script.
    The script version of Sanshiro is the 1.00a
    To this, I added the extension of DreamX and my modifications.

    Change :
    - Added a tag "<unique>" to make sure that an event is generated only once.
    - Possibility of modifying the number of connection of the room. 100% = as the basic script. 0% = the minimum for each piece to be a path to the exit. (view the joined screen shot.)
    - Modifying the generated events for better compatibility.
    - The parameter Maximum Room Size
    - A tag for the map <oneBigRoom> to generat juste a big room
    - Map tag to use a custom configuration in a map :
    <setWallHeight:x><setMinimumRoomSize:x><setMaximumRoomSize:x><setMinimumRooms:x><setMaximumRooms:x>


    Download :
    https://drive.google.com/drive/folders/0B5GvvcHjoo9BdTktWWpmeWhGVFU?usp=sharing

    Exemple generated dungeon with connection room option (extra connection). Start is the yellow dot and exit, the purple dot.
    mini_588705770p.jpg 0% Just the minimum.

    mini_36054810p.jpg 10% Good for multi-path dungeon

    mini_87323850p.jpg 50%

    mini_111907100p.jpg 100% same as the basic script
  12. skillsan said:
    Hello,
    I share my own version of this script.
    The script version of Sanshiro is the 1.00a
    To this, I added the extension of DreamX and my modifications.

    Change :
    - Added a tag "<unique>" to make sure that an event is generated only once.
    - Possibility of modifying the number of connection of the room. 100% = as the basic script. 0% = the minimum for each piece to be a path to the exit. (view the joined screen shot.)
    - Modifying the generated events for better compatibility.

    Download :
    https://drive.google.com/drive/folders/0B5GvvcHjoo9BdTktWWpmeWhGVFU?usp=sharing

    Exemple generated dungeon with connection room option (extra connection). Start is the yellow dot and exit, the purple dot.
    mini_588705770p.jpg 0% Just the minimum.

    mini_36054810p.jpg 10% Good for multi-path dungeon

    mini_87323850p.jpg 50%

    mini_111907100p.jpg 100% same as the basic script


    Damn, man! This is amazing work!
    If you'd only make a max room size param available that would conclude this amazing masterpiece of a script! Still it's amazing already! Thank you so much, mah dude!
  13. Fade said:
    dayum, man! This is amazing work!
    If you'd only make a max room size param available that would conclude this amazing masterpiece of a script! Still it's amazing already! Thank you so much, mah dude!
    Hi,
    Thank you.

    I add a few of new features :
    - The parameter Maximum Room Size ;)
    - A tag for the map <oneBigRoom> to generat juste a big room (like the ps1 game Azure Dreams)
    - Map tag :
    <setWallHeight:x><setMinimumRoomSize:x><setMaximumRoomSize:x><setMinimumRooms:x><setMaximumRooms:x>
    To use a custom configuration in a map

    if you want use this mini map plugin : https://rpgmakermv.co/resources/rpg-maker-mv-mini-map-plugin.973/
    The version compatible witsh the map generator :

    (if the map is generat by map generator, the mini-map script use (for the colored events) the name of events, not the id)
  14. I have a question about the <NoPassageBlock: 1> tag.
    I want to make the event just appear only in the aisles, without the possibility to bypass it.
    I went through the script, I thought I could make a negative value for this tag, but the effect did not happen. Now I write here, maybe you can help me.
  15. skillsan said:
    Hi,
    Thank you.

    I add a few of new features :
    - The parameter Maximum Room Size ;)
    - A tag for the map <oneBigRoom> to generat juste a big room (like the ps1 game Azure Dreams)
    - Map tag :
    <setWallHeight:x><setMinimumRoomSize:x><setMaximumRoomSize:x><setMinimumRooms:x><setMaximumRooms:x>
    To use a custom configuration in a map

    if you want use this mini map plugin : https://rpgmakermv.co/resources/rpg-maker-mv-mini-map-plugin.973/
    The version compatible witsh the map generator :

    (if the map is generat by map generator, the mini-map script use (for the colored events) the name of events, not the id)


    mini-map would be great if it included a Fog of War option, still your fixes, and additions are awesome!
  16. I haven't looked at these in a while, I'll download and try it again. A lot of times it seems I spawn VERY close to the dungeon exit though. Is this still the case? I noticed in your mini images that the 10% and 50% were a bit further apart. Is this by design?

    Edit: Would the <MinimumStartDistance:x> note tag have any effect? And is that distance in tiles, pixels, or what scale?
  17. This thread is awesome! the plug in still works and there are some great additions from users here.
  18. Animebryan said:
    There's a flaw with the passageway tiles. It's generating tiles that I didn't put there or possibly from another tileset & some are impassible.

    View attachment 29265

    I know this was an older issue, but I didn't see if anyone else had the same issue in this thread. I'm using the updated version by Skill-san, but I'm still having issues where random tiles that I didn't add on the map are appearing. It looks like they are mostly from the A5 tileset.

    Anyone have an idea on how I can fix this?
  19. @skillsan: In your example images it seems the plugin generates areas that can't be reached, such as squares & paths that are separated by a single tile of wall. Why does it do that?
  20. @Lonewulf123

    I made sure A3 in my tileset was blank and this fixed the issue for me.