Kai Monkey's Random Dungeons! -- Now with Version Two!

Kai Monkey

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Sorry ^_^

I'm thinking about adding both features into the next (or next after that) version of the script. For the time being the current floor is just a variable, so this can be displayed in a message, or on a 3rd party HUD

/Kai
 
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Can't wait!

Already love the script as it is.

Adding those few bits extra will make it one of the best I've used.
 

Kai Monkey

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I am getting ~10 downloads per day, so this is being used even if people are not commenting. I hope it is okay to double-post to announce that Version 2 has been released!

New in Version 2.0

  • Teleport events (and the character) to the nearest available square upon entering the dungeon, allowing for more complex dungeons
  • Have rooms which contain other rooms
  • The room system gets even more powerful with Required Rooms: Tell the game to put a particular room "Somewhere" in the dungeon (Allowing for dungeons with complex lever puzzles, keys hidden around the dungeon, monster which must be slain ect, as well as giving the designer more control over when certain features appear in the game)
  • Lesson 3 has been updated, and a few optional lessons have been added!
  • The Demo has been updated, double the number of dungeons, and show casing the new features 
 
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Awesome Update, Kai.

I've found a temporary fix for the 'display floor number in display name' question, anyway.

it's a script by Galv, and it's pretty short, too.
 
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ArbitraryGuy

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Greetings, kaimonkey!

Thank you for your excellent script!  It is easy to use and very powerful.

I am running into an issue, and I'm curious if you or others have come across it.  When generating a dungeon with rooms while playing a game, I sometimes get a window that pops up and reads "x_range: 13-24 nx=0=0+13-13".  The game doesn't crash after closing this pop up window.  Do you have any ideas what the issue is?  I think it's a room issue, since if I delete all the room events, it doesn't pop up.

Thanks!
 

Kai Monkey

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Whoops- looks like I left some debugging in the code.

I'll try and have if fixed by tomorrow

/Kai
 

ArbitraryGuy

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Hello kaimonkey:
 
I think the issue was operator error.  I believe I was generating rooms that fell off to right side of the map.  Since I've fixed this, the issue hasn't arisen again.
 
Thanks again for this excellent script!
 

Kai Monkey

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Hey ♫
 
Working on Version 3, who can spot all the new features?

/Kai
 

ArbitraryGuy

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This is a very powerful tool.  Here are two screenshots from what I've used it for so far, hopefully to inspire others.  

The first is of a randomly generated cave with kaimonkey's script (using five different sets of dungeon generator "tiles").  

The second is of a castle-themed dungeon level (note that events are not visible in the map screen shot).  The larger rooms are all pre-made (drawn from about 150 pre-made large rooms -- there may be doubles in this shot).  In many instances, the decorations on the walls and the furniture are random.  The smaller, 3x3, rooms are completely randomly generated (rug, furniture, furniture placement, and wall decorations are randomized).  It needs some more "tiles" because it feels quite boxy.

EDIT:  I found how to draw events in the map screenshot script.  I've uploaded a new second image with the events, as it's fuller and has more going on.


 
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Alperionce

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Hey ♫

Working on Version 3, who can spot all the new features?

/Kai
It's a little difficult, but I have only two guesses.  Check the spoiler. =)

1)  You can now call animation on your maps from room that have animation events? (waterfall, pentagram)

2)  Randomly generated tracks with in random rooms?

3) ...I give up.
 

Feinus

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Loving the script, thanks Kai.
 

jsm

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Awesome Update, Kai.

I've found a temporary fix for the 'display floor number in display name' question, anyway.

it's a script by Galv, and it's pretty short, too.
How did you do this? I'm trying to use the same script, however it flashes on screen for a bit (while dungeon is being generated) then is wiped off as soon as the dungeon generation is done. How do I make the HUD appear after the dungeon is done, because it seems like the dungeon clears it to generate the rooms?
 

Kai Monkey

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Hey ♫

It sounds like you're tying the HUD to the dungeon starter switch, which is only on for a second during the actual dungeon generation. You will have to set up your own switch for when you're IN a dungeon.

I don't know galvs script, so I'm just guessing here

/Kai
 

Kai Monkey

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*DING DING DING*

We have a winner! Long rooms, wide rooms and big rooms are all coming in the next update, along with the ability to have the dungeon not take up the full size of the map
 

Agustin

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*DING DING DING*

We have a winner! Long rooms, wide rooms and big rooms are all coming in the next update, along with the ability to have the dungeon not take up the full size of the map
YESSSSSSS :D
 

DarthVollis

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Is there a limit to the size of maps we can use? For example what if I want to use a 500 x 500.
 

Kai Monkey

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Hi ♫

I did a few tests, and while it is slow, it can handle big maps. I am not sure why you would want maps that big, as I think they would be frustrating rather than fun- you could spend 20+ minutes wandering arround a dungeon having no idea if you are making progress...

/Kai
 

DarthVollis

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I was just wanting to know for limitations. I may in the future have a use for a map that big.
 

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