[plugin] rex_maze_gen

Post your work in progress addons and get feedback

Post » Tue Oct 04, 2016 12:43 pm

I am working with your dungeongen plugin in my game.
Currently coridors are only 1 tile height.
Can you add a option to set the corridore height?
I would like my corridors to be at least 2 tiles height.
B
59
S
20
G
14
Posts: 779
Reputation: 13,857

Post » Tue Oct 04, 2016 1:04 pm

@Savvy001

Sorry, (rot.js) api does not have this kind of parameter.
B
108
S
26
G
258
Posts: 4,430
Reputation: 145,179

Post » Tue Oct 04, 2016 5:56 pm

Ah thats to bad, thanks for checking.
Then i must use bigger tiles instead.
B
59
S
20
G
14
Posts: 779
Reputation: 13,857

Post » Fri Oct 07, 2016 4:04 pm

@savvy001 you can also split every tile in the array into 4 tiles in a new array and get 2 wide hallways this way.
It also has the neat side effect that you only need 9 tiles in your tileset for the walls because it always creates tiles that have at least 2 neighbors.
B
68
S
28
G
7
Posts: 85
Reputation: 7,496

Post » Mon Nov 14, 2016 8:15 am

A question. You've said the result of this plugin is a 2D array but in the demo provided - it creates 1400-2000 objects using loops(which are rather CPU heavy). You also said that it can be used both with sprites and tilemap. But using it with tilemap, from what I see, still has to generate those +/-1700 objects and then turn transfer the result into tilemap/array. Is there a way to get the generated array and just paste it somewhere else in JSON format? I imagine it would be like:
Code: Select all
DungeonGen->Generate dungeon
IF DungeonGen finished->Load Tiles from JSON string("DungeonGen.JsonArray")

(not sure did I explained the issue correctly so ask away, if anything doesn't sound clear enough)
B
28
S
8
G
7
Posts: 643
Reputation: 6,457

Post » Mon Nov 14, 2016 8:37 am

Update
Add expression: MapAsJSON.


@irbis
Here it is. But it is not designed for loading to official tilemap object. It is only an array with value 0/1 in each cell.
To load map into tilemap, you might fill tile ID of each tile cell (x, y) by maze_gen's expression:ValueAt(x, y).
B
108
S
26
G
258
Posts: 4,430
Reputation: 145,179

Previous

Return to Work in Progress Addons

Who is online

Users browsing this forum: No registered users and 0 guests