RMMZ (MZ & MV) Procedural Dungeon Generator (December Update)

Aerosys

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I made a new Update! Mainly Bugfixes..

  • In the Sewers, you now can climb the ladder up to go back. @Parallax Panda I think you will like it ;)
  • You no longer must place Region Id 61 on the Decoration Map. The Plugin now looks by itself how many objects you placed. But you can still place the 61, when you actually intended to place empty objects (eg. to get a 2:1 ration...)
  • A Bug has been fixed that caused a crash when using YanflyCore and/or Khas Lighting and it is full moon or you just didn't sleep well.. I'm not sure. But it's more stable now.
    Thanks to @albert-youkai for telling me!
  • When using Khas Lighting, all the Spawn Locations on the Snippets caused some confusion. This has been improven.
 

Parallax Panda

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Oh, nice update. I guess I have to download and look at those sewer maps again :)
 

Aerosys

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I made a new Update! Or, in other words, a small Addon.

Maps can now have multiple Exits! So you can create a "Super" Maze above your Maze. The best is, try it out in the Browser so you understand what I mean. You find the according tutorial here https://v-aero.me/multiple-exits

It has some limitations that I'm going to extend soon. But feel free to try it out and give me some feedback. I admit, it can be difficult to implement it, but hey, when you spend much time on a serious project, you can spend some time for this subject, too.

By the way, you can explore the shining stars in the west. It's in a veeeery early stage, but I will now put focus on Perlin Noise Map generation.


Regarding MZ:
There aren't that many lines of codes, that interact with the Basic Codebase, just to read in and write in the dataMap. So I'm confident that when MZ comes, I only need to change some lines to make it compatible with the new Maker.
 

Sissel Cabanela

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Hm, running into some issues with this and Altimit Movement. It seems to be trying to look for events that aren't there, perhaps?
 

Hillarien

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Hey, this seems like really really cool plugin! I didn't test it enough yet, but i can tell that it works best for actual dungeons. When it comes to path(.makeWayOut function), left and right options not really working for w/e reason, and outer snippets has low priority, so in a lot of instances there will be just road with no barrier that player can do nothing with. Obviously just tinkering with snippets can be used as workaround for now.

Overall, super usefull thingy, it combines simplicity and depth, which is great design, imo. Thanks a lot!
 

Aerosys

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Hm, running into some issues with this and Altimit Movement. It seems to be trying to look for events that aren't there, perhaps?
I had lot of problems with Events, because for each new Generation the number of Events may be different than before. At the moment I'm not working on it; I plan to port it to MZ and then continue on MZ version.

Hey, this seems like really really cool plugin! I didn't test it enough yet, but i can tell that it works best for actual dungeons. When it comes to path(.makeWayOut function), left and right options not really working for w/e reason, and outer snippets has low priority, so in a lot of instances there will be just road with no barrier that player can do nothing with. Obviously just tinkering with snippets can be used as workaround for now.

Overall, super usefull thingy, it combines simplicity and depth, which is great design, imo. Thanks a lot!
Thanks for your feedback! I know at the moment it is really limited. I'm now focusing more on different approaches (Noise Maps), but still keeping everything simple to use.

Please wait until the release of MZ, then I will continue working on this Plugin.
 

PixelBoy360

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Does this plugin still work on MV? I still have the problem of walking into the void. There's no indication of the plugin even working?
1601397977820.png
1601397989098.png
1601398012690.png
 

Aerosys

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Does this plugin still work on MV? I still have the problem of walking into the void. There's no indication of the plugin even working?
View attachment 162253
View attachment 162254
View attachment 162255
Hmm it should work on both MV and MZ. Have you called the Event Call to generate the Map? Can you show me your JS Code Snippet? That is explained in Chapter 6: Start Command.

The plugin reacts on this start command only.

By the way your Map looks really cool!
 

PixelBoy360

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Hmm it should work on both MV and MZ. Have you called the Event Call to generate the Map? Can you show me your JS Code Snippet? That is explained in Chapter 6: Start Command.

The plugin reacts on this start command only.

By the way your Map looks really cool!

Its this code, right?
1601400997223.png
 

Aerosys

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Ah I see, you copy-pasted the Code from the Demo. That doesnt work, sorry.

You can start with the "Classical Maze" or "Ice Cave" snippet from this link https://aerosys.blog/gallery
When proceeding with the Tutorials you gain more knowledge about the start command. I know, using JS Codes is bit difficult but it is the most efficient way to provide variety. Tell me if it works for you.
 

PixelBoy360

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Ah I see, you copy-pasted the Code from the Demo. That doesnt work, sorry.

You can start with the "Classical Maze" or "Ice Cave" snippet from this link https://aerosys.blog/gallery
When proceeding with the Tutorials you gain more knowledge about the start command. I know, using JS Codes is bit difficult but it is the most efficient way to provide variety. Tell me if it works for you.
I tried the ice cave one from your link and it yielded the same results.
1601402196976.png
 

Aerosys

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I tried the ice cave one from your link and it yielded the same results.
View attachment 162273
Yes, that is because you need to fill in the correct numbers at the lines with the <-- symbol. That part is explained in "use Deco X times". It's a powerful tool, but for now, you can stick with

Code:
.drawDecorations()
without the lines containing "XTimes"
 

PixelBoy360

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Yes, that is because you need to fill in the correct numbers at the lines with the <-- symbol. That part is explained in "use Deco X times". It's a powerful tool, but for now, you can stick with

Code:
.drawDecorations()
without the lines containing "XTimes"
Still, nothing is happening. I even tried changing all the region numbers to see if it's just a confliction, but no dice.

I tried pasting the basic one from the link:1601405050214.png
And it didn't do anything.
 

Animebryan

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So is this fully functional yet?
 

Aerosys

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So is this fully functional yet?
Good question. I think this is a topic that you can extend forever, however, you already have many tools to make some smalls games or levels with it.

It was a long time since my last update, that is because the next update will be a huge one that will use noise maps and not that pre-made snippets. That means, all the additional features, decoration, entrance & exit handling, and all the articles on my blog won't work on the new generation technique. So at the moment I'm trying out various ways how to implement those features that they're still easy to use.

Well, actually I wanted to wait a little bit longer until I present more, but as you already revived my thread, I think I can accounce some new features :)

- Game designers can define a 1, 2, or 3-dimensional map that is mapping a noise map into a game map, e.g. use first dimension for floor, walls, second dimension for grass, dirt, lake, and third dimension for whatever
- Game designers can define assets and on what terrain they can be spawned, e.g. a waterfall can be spawned on locations having water and wall, trees on the floor but not on roads..
- Game designers can build paths, that are made using A*-algorithm. At the moment it only works from a starting point to the ending point, so you can enforce that there will be definitely a way from start to the end

I think the first 2 tasks already work quite well, but I'm not happy yet with the path. And also, due to the nature of randomness, I don't know yet how I can spawn treasure chests or other events with a proof, that you can actually walk to them, without having blocked paths.
 

Jerichi

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Tinkering around with this script and having the same issue with the code as PixelBoy360. It just seems to not do anything at all, unfortunately. I've doublechecked that all my maps are named properly, my decorations are set up right, and have tried every script on the site but can't seem to get them to work. Any advice?
 

Aerosys

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Tinkering around with this script and having the same issue with the code as PixelBoy360. It just seems to not do anything at all, unfortunately. I've doublechecked that all my maps are named properly, my decorations are set up right, and have tried every script on the site but can't seem to get them to work. Any advice?
Yes. When it feels like the Plugin does nothing, this is usually caused by Plugins that try to "swallow" errors and let the Game continue while skipping the Plugin call without any nortification. I think Yanfly and Visustella Plugins do this.
Please turn off all other Plugins and try again. Then you will at least get a better error message, that you can show me and I can help you further.
 

Jerichi

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It's saying "$dungeonGenerator is not defined". I actually got this error when testing the Demo out as well.
 

Aerosys

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It's saying "$dungeonGenerator is not defined". I actually got this error when testing the Demo out as well.
Okay, thanks for trying out.
I need some more information. Please tell me if you're using MV or MZ and then I need a screenshot of the Console. To do so, when you get the error message, please press F12 to open Dev Tools and navigate to "Console" in the top left. Screenshot any text message that sounds useful, especially everything that is highlighted in red. Thanks for your help!
 

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