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

Aerosys

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Meta-Maze-3.png


Happy Easter!

This update comes with a new Game Changer, the Meta Maze! This feature lets you choose from various Layouts, for example, a tower with 10 floors, a forest having entrances from the North and East, etc. It helps you by placing exits to the directions north, south, west, and east accordingly.

This feature also allows you to visually emphasize if an exit goes to the next generated Map or the end of this dungeon.

Finally, you can define how often assets like loot chests or enemies will spawn for the whole dungeon! Do you want to spawn a secret boss only once in this level? Now you can!


-----

My last updates focused a lot more on Gameplay features because I want to see other Game Devs actually build something that you enjoy playing. I didn't want to build generated Maps that you try and experiment with, then realize that it's just a sandbox and not interesting, and eventually abandon it.

Anyway, now I will focus more on variety, flexibility, and control of the algorithms!

Tell me all you think about this Update! :)
 
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DMJohn0X

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Purchased a week or so ago. Do you have a discord? I feel like itd be mutually beneficial to build a community around your plugin for users to interact with eachother and to request features/bugs.
 

Aerosys

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Purchased a week or so ago. Do you have a discord? I feel like itd be mutually beneficial to build a community around your plugin for users to interact with eachother and to request features/bugs.
I actually thought about it recently, but I was a bit afraid of having a tiny server with little to no interaction. But hey, when there are people who want to join, why not? Let me set up a server and then I will post here when it's live!
 

Aerosys

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Purchased a week or so ago. Do you have a discord? I feel like itd be mutually beneficial to build a community around your plugin for users to interact with eachother and to request features/bugs.
Alright, the Discord Server is set up! Let's see how well it works!

 
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Hi Aero! I've been using your random map generator to make a little game, just to get familiar with it and complete a small project idea I had. Originally I was using the free MV3D with Random Map sample project from your site, which I adapted the graphics and linking maps for to make my game with. Since it all worked ok, I decided to buy the proper plugin, as it's very cool, and replaced it in the project, but it still won't save (see images). I'm not good with coding, but I guess there are some other parts that I need to change or add to get it up and running. Can you point me in the right direction, when you have time? It's not urgent at all, but I'd really like to get the save function working and the game running smoothly when it's possible.

The error below happens when I try to load a saved game after I've visited a new random map.

snippets2.png

It seems to be trying to read a new map when it should read an older data save or something (from what I can tell).

I've set up the plugin parameters correctly, as far as I can see.

snippets3.png

snippets.png

I know the 61s aren't all necessary, but there were some other strange errors with blocks in front of the exits that I think this corrected.

Another thing - some of the enemies were spawning on top of walls. I saw the discussions about route detection earlier in this thread, so I guess this would probably fix that problem, but I wondered if you had any other advice on this. This is really not such a big problem for my game at all, as there are enough enemies spawned in regular places as it is. It's just something that would help to know, especially for future game development. I think this is only a situation connected with MV3D, but it might be useful for others to be aware of it if they're using that in conjunction with your plugin.

Another side point - your name here and on your Itch is 'Aerosys', but this thread says to credit you as 'V Aero' at the beginning. Should I just put both names in the credits to be safe, or would you prefer 'V Aero' or 'Aerosys' only?

It's a brilliant plugin and I'm just learning how to implement it fully to reach its amazing potential. Thanks in advance for your help.
 

Aerosys

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I'm not good with coding, but I guess there are some other parts that I need to change or add to get it up and running. Can you point me in the right direction, when you have time? It's not urgent at all, but I'd really like to get the save function working and the game running smoothly when it's possible.

The error below happens when I try to load a saved game after I've visited a new random map.

The error "FATAL: wanted to access Event.." is an error message coming from my Plugin. The basic RPG Maker code was never made to support Event cloning, this is why Event spawning and cloning is a difficult task, especially when other Plugins are involved. This is why I added this error message, so every time I see it, I instantly know what went wrong.

What you can do for now, is to disable MV3D and try it again, and tell me if that changed anything. If you have other Plugins enabled, disable them and try again. At best, you can tell me which Plugins may be battling with this one.

Recently I had a case in which my Plugin conflicted with Visustella's, but after updating the VS Plugins this error has been resolved.

Another thing - some of the enemies were spawning on top of walls. I saw the discussions about route detection earlier in this thread, so I guess this would probably fix that problem, but I wondered if you had any other advice on this. This is really not such a big problem for my game at all, as there are enough enemies spawned in regular places as it is. It's just something that would help to know, especially for future game development.

When using Snippets, Events spawn only on Region Tiles, so they should not spawn on walls. You can post your snippets map if you want with Region Tiles visible, so we can have a look at it.

Another side point - your name here and on your Itch is 'Aerosys', but this thread says to credit you as 'V Aero'. Should I just put both names in the credits to be safe, or would you prefer 'V Aero' or 'Aerosys' only?

Ah yes, I changed my nickname a while ago. Credit me as "Aerosys"; I remove my old nick "V Aero" then from this Thread.

It's a brilliant plugin and I'm just learning how to implement it fully to reach its amazing potential. Thanks in advance for your help.

Thank YOU for your support! :D
 

PunyMagus

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Hey, just wanted to point out that you've been doing an amazing work to keep up the procedural generation and I appreciate it.

Sometimes I miss this community, it's great.

I'm Lantiz, by the way :D
 

Aerosys

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Yeah, I still know your avatar :D
I really really appreciate your message!

Maybe you should continue working on this topic and then we can collaborate! :kaohi:
 

PunyMagus

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Yeah, I still know your avatar :D
I really really appreciate your message!

Maybe you should continue working on this topic and then we can collaborate! :kaohi:
Oh that's nice.
Right when I left a comment here I went to talk to a friend about how I miss this community and feel like going back to my old RPG Maker project haha.

When I duscontinued that map generator I was actually working on another one, but it was not published because it was bundled in an "engine" of sorts. It has far less shapes compared to the one you know of as I only use the room based generation, but the generator is far more improved.

By the time I was working on a traditional roguelike using RPG Maker MV, and I used IGMP to test the engine, with success I'd say xD
This is the game I published for the event, if you're curious you can check it out and have a look on the engine and the map generation.
 

Galkamik

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@Aerosys I bought your plug-in recently and I really love the rng dungeon generator!

I went through the tutorials and tried to implement a NoiseMap for my game. Everything works great!

But I wanted to know if there is a way to stop the noise map from generating an area that gets isolated from the rest.

1629942655896.png

I've added some decoration events and it seems this crystal on the right is completely isolated from the map. Is there a way to fix the pathing so this doesn't happen?

My current code used to generate the map:
1629942823151.png
 

Aerosys

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@Galkamik Thanks for going through all my Tutorials! :D

I can see you already put "enforceSingleArea", so well, unfortunately, the NoisemapGenerator is not yet perfect and has its errors. I'm already working on an update that focuses entirely on Map generation to resolve errors like this.
 

Galkamik

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@Galkamik Thanks for going through all my Tutorials! :D

I can see you already put "enforceSingleArea", so well, unfortunately, the NoisemapGenerator is not yet perfect and has its errors. I'm already working on an update that focuses entirely on Map generation to resolve errors like this.
Thank you very much for the swift reply!
I can rest easy knowing I didn't do anything wrong or incorrectly when setting up the noise map.
I'm looking forward to your next update!
 

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Hi @Aerosys
I'm not sure if I came across a bug or not but I tried using the following reset self switches plug-in.
1630749671467.png

I've set an event that gets removed when self switch 'A' is on, this event is made in the Decoration map. I've set it so the dungeon generates this decoration. My Space Map is an ID:14
1630750300389.png

When leaving the dungeon I've placed an event that should reset the self switch of 'A' for the map ID of 14.
1630750404965.png

However this doesn't seem to work, the event from the Decoration didn't return in the dungeon map for self switch 'A'. I've tried 'B', 'C', and 'D' individually and none of them return the event.
But if I set the Reset Self Switch to 'A,B,C,D' then the event returns.

Is there something I've missed out?
I've also tested this by turning off all the plug-ins and only have the RNG plug-ins activated.
 
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Aerosys

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Hey @Galkamik ,
Yes, I can see some lines of code in my Plugin that may cause problems, and looking at your description, it is likely not your mistake. However, I'm currently on vacation and cannot work on my Plugin, so I can only please you to wait until I'm back home. Then, I will fix it asap. Thanks for the error report, and sorry again that I cannot solve it faster.
 

Galkamik

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Hey @Galkamik ,
Yes, I can see some lines of code in my Plugin that may cause problems, and looking at your description, it is likely not your mistake. However, I'm currently on vacation and cannot work on my Plugin, so I can only please you to wait until I'm back home. Then, I will fix it asap. Thanks for the error report, and sorry again that I cannot solve it faster.
Hi @Aerosys, no problem at all. Glad I could help by pointing out a bug.
 

Galkamik

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Hello!
I'm not sure if this is a bug but I thought I'd share this. I get a report like this:

1633037714367.png

This error for some reason happens only on Variable Seed no.6.
I've tried changing the variable and generating a different dungeon and it doesn't produce this result.
I'm not sure if this only applies to variable no.6 or there are others. I've set my variable to a random number between 0-99.
 
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Aerosys

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Thanks for the error message.

So I did nothing in the code that would do different behavior when choosing a variable id or value as 6. But sometimes programming just gives unexpected results. I think it's more likely that I did a mistake that causes different behavior when a zero comes into play, as JS treats 0 as "false" although it's not null or undefined.

I add this error to my list, thanks!
 

Galkamik

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Hello @Aerosys

Just to report another slight bug. When transitioning from one area to another, my character gets soft-locked and cannot move. Is there a way to increase the entryway so that my character doesn't get stuck into a wall?

I've encountered some other RNG Seeds that have done this before.
 

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Aerosys

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Hi @Galkamik

yes, I already encountered this issue. It happens when the Pathfind algorithm decides that a straight going fully to the left or right is the shortest way, and usually, it is, but it sometimes leads to very weird paths. I'm already working on better map generation algorithms in general that are smart enough to not do things like that, and I plan to release a new version in 2-3 weeks.
 

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