RMMZ (MZ & MV) Random Maps during Playtime (June Update)

Jerichi

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I'm using MV. Please find below the traceback from the console output.

ReferenceError: $dungeonGenerator is not defined
at Game_Interpreter.eval (eval at <anonymous> (file:///D:/Games/Found%20Objects/Found%20Objects/js/rpg_objects.js:10500:10), <anonymous>:1:1)
at Game_Interpreter.command355 (file:///D:/Games/Found%20Objects/Found%20Objects/js/rpg_objects.js:10500:5)
at Game_Interpreter.executeCommand (file:///D:/Games/Found%20Objects/Found%20Objects/js/rpg_objects.js:8930:34)
at Game_Interpreter.update (file:///D:/Games/Found%20Objects/Found%20Objects/js/rpg_objects.js:8838:19)
at Game_Interpreter.updateChild (file:///D:/Games/Found%20Objects/Found%20Objects/js/rpg_objects.js:8849:32)
at Game_Interpreter.update (file:///D:/Games/Found%20Objects/Found%20Objects/js/rpg_objects.js:8832:18)
at Game_Map.updateInterpreter (file:///D:/Games/Found%20Objects/Found%20Objects/js/rpg_objects.js:6115:27)
at Game_Map.update (file:///D:/Games/Found%20Objects/Found%20Objects/js/rpg_objects.js:6022:14)
at Scene_Map.updateMain (file:///D:/Games/Found%20Objects/Found%20Objects/js/rpg_scenes.js:608:14)
at Scene_Map.updateMainMultiply (file:///D:/Games/Found%20Objects/Found%20Objects/js/rpg_scenes.js:600:10)
 

Aerosys

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I'm using MV. Please find below the traceback from the console output.
I sent you a PM, because I think this topic will be more complicated.
 

Aerosys

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Hey all,

I uploaded a new version to make my Plugin work with Alpha ABS! I added some mobs in the Ice Dungeon. You may need to include and activate Alpha ABS to make it work.

Also, I titied up my Demo projects as some functions were more confusing than helpful. As MZ and MV don't really differ from each other, I will upload only one minimal zip file from now on.
 
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Mojo907

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Hey all,

I uploaded a new version to make my Plugin work with Alpha ABS! I added some mobs in the Ice Dungeon. You may need to include and activate Alpha ABS to make it work.

Also, I titied up my Demo projects as some functions were more confusing that helpful. As MZ and MV don't really differ from each other, I will upload only one minimal zip file from now on.

Thank you so much for this, both of my favorite plugins in one now

EDIT:

Upon trying it out, I have Pro version of AABS, it appears sometimes that the mobs spawn with tile missing underneath them. Sometimes the mob is in the tile, but can't move and sometimes just the missing tile appears.
 

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Titanor

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just a question is it possible to generate the dungeon based on a predetermined seed that is generated at the start of the game such as seed x dungeon number or something like that. that way if you visit the same dungeon several times in a single playthrough it never changes but if you start the game from the beginning again it will change. ???

edit: just to clarify I have the seed set as a variable
 

Titanor

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ok I figured it out on my own, yes I can
 

Mojo907

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Thank you so much for this, both of my favorite plugins in one now

EDIT:

Upon trying it out, I have Pro version of AABS, it appears sometimes that the mobs spawn with tile missing underneath them. Sometimes the mob is in the tile, but can't move and sometimes just the missing tile appears.

Still nothing about this?
 

wrigty12

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I just stumbled upon this. I haven't dove into it to see the precise methodology of setting one up (I'm thinking about making 1 cave in my game be randomly generated, so I might use this). Seeing some previous comments about using Script Calls to generate this, have you considered creating some Plugin Commands to help make the setup feel a bit more "user friendly" for those who don't deal with JS normally? That way you can lower user error and make it look a bit cleaner, too.
 

Aerosys

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I just stumbled upon this. I haven't dove into it to see the precise methodology of setting one up (I'm thinking about making 1 cave in my game be randomly generated, so I might use this). Seeing some previous comments about using Script Calls to generate this, have you considered creating some Plugin Commands to help make the setup feel a bit more "user friendly" for those who don't deal with JS normally? That way you can lower user error and make it look a bit cleaner, too.
Yes, in MZ you can use the Plugin Calls, and if you use MV you just need one JS call, and you can copy-paste it from the Tutorials or pick one from here: Gallery – Aerosys' Blog. Then you will see that a JS snippet is not that bad or difficult to use. And what other choise do I have for MV? Either you copy-paste a Plugin Call String or a JS snippet, it won't feel differently. All in all, procedural generated Maps are just too complex to make it a simple Plug&Play Plugin, but I think it's still easy to use even for the non-Programmers :)

An alternative could be note tags in the Map info, I will make some thoughts here.

I know, other Plugins make it simplier, eg. in Biter Maps you write something like $cave and voila, you get a map, but I decided to include more (required and optional) arguments so you have more control on what you get. And also, my thought are, when someone is motivated enough to make a game, he is also motivated enough to spend some time into any Plugin he is using.
 

Aerosys

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It's been a long time since the last update. I tried out many things, discussed a lot with my roommate, and tried out even more things, until we found a base on which we want to build on our new Plugin series -> that is the Noisemap Generator!!

This Plugin works completly differently from the idea of building a bunch of snippets. Instead we use multiple mathematical functions to generate Maps.

We are still some steps away from version 1.0, but today I decided the base is good enough to publish it so you can try it out. Please tell me your overall thoughts, if the instructions on my site are easy to understand, what you like/dislike etc..

PS:
The swamp sometimes suck because of impassable tiles :p

PPS:
I also think about adding some premium features. But anything that is free right now, will be free forever.
 

ImaginaryVillain

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Yeah I encountered the Swamp error. Have you considered checking the player's passability and if it returns false, either replacing the tile with a passable one or changing the player's starting point? That's what I do.

Also without a doubt the snow fields are the closest to passing the whole looks like an non-generated map test. Maybe it's just a function of the variety of tiles used, no clue if you did anything special with those.

I'd say the sewers were the worst, "Sewer PTSD" was almost immediate. You know the feeling where everything is the same endless maze. Though to be fair sewers are pretty hard to make not awful... To date zero people in the world have been successful. So I wouldn't feel bad about that one. ;)

Also I was excited to the "dungeon" style area require a quest item to unlock a door (I was too lazy to look for it though). Honestly the best areas overall were the ones with the most cosmetic stuff decorating the floors. It really seemed to help with the whole large empty room feel.
 

Mojo907

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Have you put together a small demo of noise maps? Kinda reminded me of the old Sanshiro map generator, but super better!
 

Aerosys

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Yeah I encountered the Swamp error. Have you considered checking the player's passability and if it returns false, either replacing the tile with a passable one or changing the player's starting point? That's what I do.
There's already such an algorithm to check passability and look for alternative spawning locations, but it sometimes fails :D Until I improve it, you are best while using a Road/Path and not setup impassable times here.

I'd say the sewers were the worst, "Sewer PTSD" was almost immediate. You know the feeling where everything is the same endless maze. Though to be fair sewers are pretty hard to make not awful... To date zero people in the world have been successful. So I wouldn't feel bad about that one. ;)

Also I was excited to the "dungeon" style area require a quest item to unlock a door (I was too lazy to look for it though). Honestly the best areas overall were the ones with the most cosmetic stuff decorating the floors. It really seemed to help with the whole large empty room feel.
Thanks for your feedback! The sewers have been in the Sample game for more than a year, and well, I didn't put much effort in them.

Have you put together a small demo of noise maps?
Yes, it's on the downloads section of my blog, however I didn't update the playable Webbrowser Version on my blog yet.

Kinda reminded me of the old Sanshiro map generator, but super better!
Haha thanks! :D
 

arekushisu

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Hi ! I hope you're still working on your project today.
Your Procedural Map Dungeon is really what I need except for 1 little thing wich is the reason of my message.

I use an auto map scrolling Zelda Like on my current project but each block need tofeet with the screen wich is 17x13 tiles (like the standards settings).
Is it currently possible to generate blocks with this dimensions to generate a random map with your plugin ?

Ty by advance !

PS : I'm working on Rpg Maker MV
 

Aerosys

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@arekushisu Thanks for your feedback! :)
Do you mean a Map must have the exact size of 17x13 or must be a multiple of 17x13 (e.g. 51x52) ? I don't know how your Auto Map Scrolling works. Do you have a link to this Plugin?
 

arekushisu

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@Aerosys You're welcome !
I mean, the map must be an exact 17x13 multiple in hight or width without any tile between each block and around. Like a big block from 17x13 to 255x247 for the biggest possible.
The scroll scales on 17x13 so if there is a tile of separation between blocks, a shift of 1 tile will occure each time we ""change map"" to down or right. (We don't truely change map, but a scroll will do the illusion like in old Zelda games)

Same case if there is 1 tile all around the whole map, the scroll will start with a shift.
 

Aerosys

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Okay, so using the Maze Generator in which you build snippets, it can be difficult to make a Map having such a dimension. Let's say, your snippets have a dimension of 5x5, the Space Map must have a size that is a multiple of width/height + 2 (because the Generator puts a border by default).

But when using the NoiseMap Generator, that we published recently, there's no such restriction. For the Space Map, you can use any size that you want!
 

arekushisu

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@Aerosys I'll try but I'm afraid that i'll never be able to have this kind of result Procedurally generated :
Map.png
(Don't mind the apendice at the right. I just didn't filled the entier map with blocks but I don't need it specifically)

If you have a solution for me, I'm totally listening !

Btw, this plugins is really amazing, even if it don't really fits with my needs.
I assume that i'm just too demanding haha
 

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