Roguelike plugin - C2 rot.js interface

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Post » Mon Jan 19, 2015 8:55 am

cuteeeeeee ^^
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Post » Sun Aug 23, 2015 11:01 am

Lunarovich > I just sent you a PM with an offer to help me solve 3 things.
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Post » Sun Aug 23, 2015 3:09 pm

Amazing.
I can see a lot of cool possibilities combining the features
presented in the demo game with some lighting/flashlight effects.
Map generation works flawless here.
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Post » Mon Aug 24, 2015 3:53 am

Will make a rogue-like "experiment" after I've finished my current game.
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Post » Wed Sep 02, 2015 12:09 am

@Lunarovich are you still actively working on this plugin, or did you abandon it ?
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Post » Mon Sep 21, 2015 9:52 pm

Is there a way to get the current room ID when looping through each map cell? I'd like to put different floor tiles for each room - for this each cell would need to know the room it is in.
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Post » Fri Nov 06, 2015 11:04 am

Sorry guys and girls. I was virtually away quite a while, using Linux. Therefore, I was unable to use Construct 2, which is very sad :( Since I've not found any sound replacement for C2, I was forced to revert to Win. So here I am again.

That said, I will soon look at the Rot.js state of development and will see how and if to improve the C2 plugin.

@nuganx I've just seen your PM's. Will take some time to understand them, since it has been a while since I haven't touched C2 or Rot.js.
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Post » Fri Nov 06, 2015 3:57 pm

@Lunarovich It's awesome to hear that you're back developing this plugin, because i love it ! :D
I have a couple of questions and suggestions about rot.js and the c2 plugin

  1. License
  2. More wall infos
  3. More floor infos
  4. Nested level generation
  5. Corridors wider then 1 tile
  6. Corridors start/end point
  7. Is corridor a dead-end
  8. Corridor list (like rooms) for each corridor
  9. Zones/sections
  10. Is a circle FOV possible
  11. Some more rot.js features

1.
Do you know what I need to take care of in terms of the rot.js license?
Do I just have to credit it somewhere or do I have to do something else if I want to use it in a commercial project?

2. + 3.
The problem with level generation in c2 is that with events big loops or nested loops are slow compared to loops directly executed in js,
therefore would it be great to produce more information directly in js and output it to the c2 plugin.
for example:
Code: Select all
v This would help v
*********************
*########***########*
*#......#***#......#*
*#......#####......#*
*#......D...D......#*
*#......#####......#*
*#......#***#......#*
*########***########*
*********************
*=filled #=wall .=floor D=door
v This would be better v
*********************
*########***########*
*#......#***#......#*
*#......#####......#*
*#......D,,,D......#*
*#......#####......#*
*#......#***#......#*
*########***########*
*********************
*=filled #=wall .=floor D=door ,=CORRIDOR

v This would be almost perfect v
*********************
*#TTTTTT#***#TTTTTT#*
*L......R***L......R*
*L......#TTT#......R*
*L......D,,,D......R*
*L......#BBB#......R*
*L......R***L......R*
*#BBBBBB#***#BBBBBB#*
*********************
*=filled .=floor D=door ,=corridor
#=CORNER T=TOP-WALL B=BOTTOM-WALL L=LEFT-WALL R=RIGHT-WALL

But the best would be a bitwise method to get a "blob tileset" output

4.
It would be great if nested level generation was possible.
e.g. In the 1st run you create a couple of big rooms and in the 2nd run you fill these rooms with different level generation ( maze, cellular automata ...)

5.
Is it possible to create corridors that are wider then 1 tile with rot.js

6. + 7.
To know where a corridor starts and ends and if it is connected to a room or a dead-end is a good way to bring interresting gameplay to a dungeon crawler or roguelike, you can place loot in dead-ends so the player didn't walk the whole way for nothing and you can place traps or monsters on the start or end of a corridor.

8.
A corridor list (like the room list) would help shorten the event loop count

9.
With zones/sections I mean closed of parts of the level creation,
for example two "lumps" of rooms and they are only connected to each other with one door. In the first "lump" you could hide a key to the next section.
There is a Template in the scirra store that does the same thing but its made with events and thus is not that fast but it shows good what I mean Image

10.
Is a circular FOV possible with rot.js ?

11.
Do you plan on adding some more of the rot.js functionality.
What I particular have in mind is:
Global lighting
Noise generation
some of the RNG stuff, especially "Picking a weighted value"

Omg what a post :? ...sorry, I hope I didn't scare you of and you're going back to linux now :lol:
I know this is a huge list and I hope you dont get me wrong, the plugin right now is very usefull as it is and i love it !
Nevertheless or better especially because I like it so mutch would I greatly appreciate if you could get as mutch features from this list added to the plugin as possible,
because each of them would make the plugin this mutch more usefull.

Thanks for taking the time to read this and if something is unclear (english isn't my native language, if you couldn't tell :oops: ) or you need someone to test , feel free to pm me directly or just submit an answer here, I'm follow this topic anyway.
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Post » Wed Jan 06, 2016 8:36 am

Hi everyone and bravo for this great plugin.

Is it possible to return a new seed after editing a level?
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Post » Sun Jan 24, 2016 8:34 am

Has anyone figured out how to increase the width of the corridors?
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