RMMZ (MZ & MV) Procedural Random Dungeon Generator (June Update)

Parallax Panda

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Nice to see you still working on this. It already feels very much like a finished plugin (although, is any plugin really ever finished?), but the fact that you're still here improving and fixing bugs is great.

I'd like to revisit one comment I made earlier though.

I'd like to use this in a game that might end up being sold (that would make it a commercial game). Any news on the credits I asked about earlier? What about the @Kai Monkey part? Did you get approval? Do you need approval? I'd still very much like to know...
 

Aerosys

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Nice to see you still working on this. It already feels very much like a finished plugin (although, is any plugin really ever finished?), but the fact that you're still here improving and fixing bugs is great.

I'd like to revisit one comment I made earlier though.

I'd like to use this in a game that might end up being sold (that would make it a commercial game). Any news on the credits I asked about earlier? What about the @Kai Monkey part? Did you get approval? Do you need approval? I'd still very much like to know...
Thanks for your nice message :)

I contacted Lantiz and Kai Monkey and both replied! To keep it simple: Both are fine when you just give them credits. In more details, Lantiz should be credited as I actually copy-paste from his work, but there as no other way. Usually I would order you to import his plugin, too, but when I tried to do so there was too much incompatibility. And for Kai, as my Plugin was inspired by his idea and still has additionally functions made by myself, you are not required to follow his T&C.
 
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Parallax Panda

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Howdy, thanks for the quick reply! I didn't notice you were online. :kaojoy:

Anyway, in a nutshell I'm allowed to use this even in a commercial game then, as long as I credit everyone involved, right?

Something like this:

Credits:
V Aero
Lantiz / Biterkid (I guess this is two nicknames the for the same persons... so I just pick one?)
Kai Monkey (out of respect and all that)

I've not misunderstood anything I hope?

----------------------

Trying out your newest version right now and I have to say, it seems very promising!
 

Aerosys

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Thanks Panda for your Bug report. I write it here so everybody who also encounters this issue, knows that it's on my list.

The bug is: For some unknown reason tunnels are created, that lead outside of the map
 

Parallax Panda

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...and some isolated chunks generate in some maps too. Chunks you access, which is a bigger problem if an exit happens to appear on such a chunk.

Just wanted to make sure you didn't miss that part :D
 

Aerosys

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Good news,

I uploaded a new version to fix 2 bugs. First was the one that was mentioned in my last post. Additionally..

...and some isolated chunks generate in some maps too. Chunks you access, which is a bigger problem if an exit happens to appear on such a chunk.
as I noticed, this was a side-effect of the bug which you reported and it should be fixed aswell. At least I didn't encounter this error in my last few test runs. (I need to think about using some Unit Tests..)

Second reported bug was an error that crashed the game when you leave and re-enter the same dungeon. Meanwhile, in the demo I added an item that lets you escape to the Intro Map, so you now can leave and re-enter to reproduce this bug. (For the ones who really want to prove everything works, or just when you don't want to Press F5 because, .. uh.. nevermind..)

Thanks @Parallax Panda and @nintendowii111 for your reports and helping me developing this Plugin! :)
 

Parallax Panda

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Nah, Thank you for putting in the effort of continously developing this into something awesome!

I’m just using it for my games. Reporting bugs is win-win for both you and me so that’s a given. :kaopride:
 

Aerosys

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Hey all,

it's time to celebrate that we made great success with the compatibility with MV3D !! :kaojoy:

Since I did some rework the last few days, there wasn't much to do to achieve this. Thanks to DreadNyak who gave me some tips. The result looks amazing. It's a completly different feeling when running in egoperspective! And I found out, without the minimap dungeon crawling becomes really difficult ^^
But, as MV3D is really powerfull and I only scratched on its surface yet, I want to spend little more time on looking into finetuning before I write a detailed tutorial. In the meantime you can try it out yourself! I uploaded a 2nd Demo on my site and you can play it in the Browser.

Very short instruction:
- in the Plugin Manager change Entrance, Spawning Point and Exit Region Ids to something what is not used by MV3D. Something over 50 should work fine
- this should be the most important. The rest is MV3D stuff. Feel free to check how I setup the events for the Entrance / Exit

Tell me if it works for you, if you have problems including it into your project, if you find bugs etc

Happy Easter!
 

MrB

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You are amazing, you know that right? I'll be sure to look into this :D
Just gave it a quick test, you're right that feels really great. Reminds me of Etrian Odyssey :)
 
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Parallax Panda

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Yes!

This is a huge step in the right direction for my Etrian Odyssey inspired project!

EDIT: is it possible to go back and forth between already explored levels? Since the exits and entrances are randomly selected, it’s not possible to simply event this with a normal transfer event.

If this functionallity doesn’t already exist, is it possible to add plugin commands (or something) for ”transfer to entrance/Exit” on an already Explorer map? @V_Aero
 
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Aerosys

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So, many people had troubles with the commands. Especially because some tried to copy-paste directly from the Demo project. Unfortunatly I extended the codes in the Demo to work with the blue switches in the Game. Functions which I NEVER explained in any of my tutorials before. Providing a demo but not telling you not to copy-paste code, was.. not the best idea I had.

So I did what some of you already recommended: I created a small but user-friendly collection of the Commands to recreate the Dungeons of the Demo! Check it out here: http://v-aero.me/gallery


EDIT:
Besides that, I found an error in the MV3D Demo that sometimes occur: All Events are drawn, but not interactable. Going to fix this soon!
 
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Aerosys

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I uploaded a small patch on my site. It mainly includes some minor bugfixes.

- Overlapping Decoration / B-Layer objects is improved. So for example when you have a tree on the decoration map which is huge, and it is drawn on the Map on which there are already some B-Layer objects, then the plugins tries to draw the tree over the other object instead of just erasing it. Remember, I didn't put any rocket science here, but you should now have much less clipping errors
- I had to change the order when you use a "borderWith"-command. It now comes before prims() or randomWalk()

Code:
$dungeonGenerator.
.borderWidth(0)
.randomWalk()
.generate()
...
 

PhilRay

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Hey, thank you for this amazing plugin!

Unfortunately, I can't seem to get it to work... In fact, even the demo project is not working... When I enter a generated map, this is the result:
Capture.JPG

I followed the tutorial. triple checked everything. verified my code and everything by scouring the demo project. and, as I said, even tried running the demo project with the same result! Any idea what I'm doing wrong?
 

Aerosys

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Hey, thank you for this amazing plugin!

Unfortunately, I can't seem to get it to work... In fact, even the demo project is not working... When I enter a generated map, this is the result:

I followed the tutorial. triple checked everything. verified my code and everything by scouring the demo project. and, as I said, even tried running the demo project with the same result! Any idea what I'm doing wrong?
It was not your fault :)
Unfortunately this effect didn't happen on the Map where I tested it, but yesterday I also faced this issue on another Map.

I'm going to look further into RMMV's mathematics, but for now I uploaded a patch on my site. Please telll me if it works for you.
 

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Hello @V_Aero, downloaded the demo, but when I want to walk up into the dungeon it always says "$dungeonGenerator is not defined".
Edit: I've noticed that the plugin isOFF in your demo,turned it ON but it still gave me error with "rm3d".
 

PhilRay

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It was not your fault :)
Unfortunately this effect didn't happen on the Map where I tested it, but yesterday I also faced this issue on another Map.

I'm going to look further into RMMV's mathematics, but for now I uploaded a patch on my site. Please telll me if it works for you.
Yes! It works like a charm now!

Also, I found a work-around for folks using Alpha ABS (and possibly other ABS systems) who are unable to get their enemies to function properly. (this issue is quoted below)

Well, this is unexpectedly awesome! Had been waiting for a randomizer that followed the same styling of Kai's.

You have done a fine thing here, and hopefully, it will get a lot of love. I for one am happy to see it!

EDIT: after some playing, it appears events do not copy over their notetags, an example would be like if using an ABS system the event notetags are used to designate which enemy stats are used for the event.
@V_Aero
Bit of a question for ya' boss. I recall that one of the first issues noted about the system was the lack of cloning notetags from events. Is that still on the radar? It would be incredible for the usage of ABS systems in particular!

To get your Alpha ABS enemies to function properly, you need to use an intermediary event to spawn the enemy as opposed to using the enemy events directly (that is, you can't just use the enemy event with the <ABS:#> notetag in the Decorations map) Here's how we do that

1. Create an event on your Decorations map, set it to Autorun. (as with other decorations, give this event a region number and place the region in your snippet map in valid locations for an enemy to be)

2. Set two variables to the current event's X and Y respectively. (to store the location of this event)

3. Add 1 to one of those variables. (so we can move this event out of the way of our enemy spawn. In Alpha ABS an enemy can't spawn on another event.)

4. Set this event's location to the X and Y stored in those variables. (to move this event out of the way)

5. Now subtract 1 from the variable you added 1 to in step 3 (return the X and Y variables to the original event coordinates, a position which we know is valid for an enemy spawn based on our placement of the region ID on the snippet map)

6. Now use the ABS spawnV plugin command to spawn the enemy of your choice to the location of your two variables for X and Y. (that's "spawnV", with the V so you can use the variable IDs. see here: https://github.com/KageDesu/Alpha-ABS/wiki/Enemy-Spawning)

7. Erase event

Here's a picture of what it should look like:
Capture.JPG

So why all the extra steps with coordinates? Well, this is to make sure your enemy is spawning exactly on the region ID you placed on the map, but also making sure that the event we are using as our intermediate spawner is out of the way first.

Hope this helps!
 

Aerosys

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Hello @V_Aero, downloaded the demo, but when I want to walk up into the dungeon it always says "$dungeonGenerator is not defined".
Edit: I've noticed that the plugin isOFF in your demo,turned it ON but it still gave me error with "rm3d".
Thanks for telling me, I uploaded a new version. I accidently uploaded a work-in-progress version.
Yes! It works like a charm now!
Nice to hear!

I will look further into your tutorial. Either I found a way to change my JS-Code or I will highlight your tutorial.

I still don't get this notetag-error, I thought note-tags are metadata of events just as every other metadata, x, y, image, behaviour...
 

Parallax Panda

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@V_Aero
I just wanted to drop by and quote my previous post since I think you might have missed the question I asked after editing it;

EDIT: is it possible to go back and forth between already explored levels? Since the exits and entrances are randomly selected, it’s not possible to simply event this with a normal transfer event.

If this functionallity doesn’t already exist, is it possible to add plugin commands (or something) for ”transfer to entrance/Exit” on an already Explorer map?
I’d love this feature since it makes sense to be able to do so in most RPG’s that are not “rougelikes”.
 

Aerosys

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@Parallax Panda oh sorry I didn't want to skip your post.

Yes it is. When you look at this Tutorial http://v-aero.me/path-in-and-outside-the-map it gives you some inspiration how you can travel back. I will probably add this function in my tutorials later, but for now I can give you a short procedure. I haven't tried this yet, but I'm confident it will work.

You need to activate the seedable RNG. If I'm correct, you want to do a Rogue-like game? So actually you don't want to use the seedable RNG, so we have to do some hybrid-solution. The chapter "use Seed variables" in http://v-aero.me/using-seed-variables explains you how you can feed the generator with variables. So I recommend you to store a Variable "Random" randomly and a Variable "Progression" as we did in the forest.

On your Deocration Map, we used to draw a spawn point on the entrance. Just like this, you can draw another spawn point on the exit. Just use Region Id 7 or any other id that isn't used yet. So, when the player decides to go back, you can call this function right before finalize().

Code:
...
.generate()
.drawDecorations()
.spawnPlayerAt("top", 7) // <-- set the region Id you actually used
.finalize();
Tell me if it works and if you have problems!
 

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