Word Generation script needed

Vance Raehart

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WORLD GENERATION, WORLD!!!.  Laptop keyboard really sucks...

like say i have a key that opens worlds

redstone key demonjaw key

suffix and prefix

http://youtu.be/UVtYGwNLVig?t=16m19s

heres something that would explain in visual terms i should say.

a basicly randomly generates a world
 
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Quigon

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I'm not completely sure on what you're asking, but it sounds to me like you need to do these two steps.

1. Create the key as an item in your database. So make a new item, and call it whatever you want.

2. Wherever the teleport event to your 'world' is, throw in a conditional branch that checks for 'Item x in inventory'. You can find it on the 4th conditional branch page. Copy and paste your teleport stuff inside it, and throw in whatever you like in the Else section of the event - like a message saying you need the key or whatever.
 

Vance Raehart

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well think about the dungeon generator. generates a random dungeon. same goes for here except its an actually map.
 

Engr. Adiktuzmiko

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retitle it please, your title was "WORD GENERATION", when it should be "WORLD"... so far I've never seen anything for that...
 
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Zalerinian

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So you want a script that will create a unique map that functions with events, passability, and detail? If you're not willing to pay for something like that, I honestly doubt you'd get this. Also, your post is very... oddly worded. I could barely understand it.

If I'm mistaken on what you were looking for, please clarify so I can get a more correct opinion.
 

Vance Raehart

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So you want a script that will create a unique map that functions with events, passability, and detail? If you're not willing to pay for something like that, I honestly doubt you'd get this. Also, your post is very... oddly worded. I could barely understand it.

If I'm mistaken on what you were looking for, please clarify so I can get a more correct opinion.
i mean i have 40 bucks to spare. and yes thats what im looking for
 

azurexeru

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i mean i have 40 bucks to spare. and yes thats what im looking for
For someone to create a script of that caliber would go beyond 40$ in value

That type of script would require an event randomizer that sets random teleport points that teleport to new maps that could have other things like houses in them for more teleport points, along with randomized monster troop zones, vehicle starting positions if any.

Large event chains that are synchronized upon each world's creation, each time. Every time.

This by itself seems daunting just in theory and would probably be valued in the thousands if you were to commision a scripter to attempt this.
 

Engr. Adiktuzmiko

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I think just randomizing the map is easy, making a playable randomized map is another thing...
 

Vance Raehart

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For someone to create a script of that caliber would go beyond 40$ in value

That type of script would require an event randomizer that sets random teleport points that teleport to new maps that could have other things like houses in them for more teleport points, along with randomized monster troop zones, vehicle starting positions if any.

Large event chains that are synchronized upon each world's creation, each time. Every time.

This by itself seems daunting just in theory and would probably be valued in the thousands if you were to commision a scripter to attempt this.
well thats a boner kill! my paycheck rarely goes over 200. then again im NO scripter so i wouldnt know the complexity of a script perfectly
 

Vance Raehart

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I think just randomizing the map is easy, making a playable randomized map is another thing...
well im not talking too unqiue or complex. im talking about like a plain map. a few islands map. like the dragon quest vid i showed below
 

azurexeru

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well im not talking too unqiue or complex. im talking about like a plain map. a few islands map. like the dragon quest vid i showed below
You can still technically do that with a Dungeon creator. All a Dungeon creator is is a Map creator in a smaller scale using different tilesets.

You could get someone just to tweak the parameters and resources used of a Dungeon Randomizer to craft it into a Map generator.
 

Engr. Adiktuzmiko

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Don't double post...


That is still a playable randomized map, so it's not as easy as "lets randomize the tile to be used for each part", it needs to have a sound logic to determine which tile to place at the map...


Just try to take a look at Ace's random generator, it's made by EB, and only uses two tiles (1 wall/ceiling + 1 ground tile), but still sometimes you get parts that aren't much playable or something.


Now imagine how hard would it be for a non-professional person, to make a generator for a fully playable map, that can use more than 2 tiles. More than 2 tiles, since you'd probably also want objects from Sheets B-E, and more tiles from A


Plus since ur gonna do it "in-game", you might also need to randomize some events


So I think you cannot get a "full" randomized script where the script does everything, and the only thing you need is to "call" the script... but you can utilize to some extent maybe like Tsukihime's tile swap script, and just randomize which tiles to swap. This way, the logic will be set-up by you


@azure - that requires looking inside the engine's core, something that EB doesn't allow
 
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Vance Raehart

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So I think you cannot get a "full" randomized script where the script does everything, and the only thing you need is to "call" the script... but you can utilize to some extent maybe like Tsukihime's tile swap script, and just randomize which tiles to swap. This way, the logic will be set-up by you
thats what i was thinking like a call script thing like on one of the keys(item) or whatever
 
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Engr. Adiktuzmiko

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a fully randomized script that can be used by just 1 function call without much set-up will take time to make, and probably cost a LOT...


I do suggest just trying to swap out tiles using that script, using your own logic. or just have several pre-made maps then randomize which one to use?
 

Vance Raehart

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a fully randomized script that can be used by just 1 function call without much set-up will take time to make, and probably cost a LOT...

I do suggest just trying to swap out tiles using that script, using your own logic. or just have several pre-made maps then randomize which one to use?
hmm. lemme try that...

EDIT:now that i think about it that could take some geographical planning

with all dude honesty i was just thinking if a simple version of random map generation. though alot of coders tendd to think more complex than i do it seems
 
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Andar

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with all dude honesty i was just thinking if a simple version of random map generation. though alot of coders tendd to think more complex than i do it seems
No, the problem isn't that coders think more complex - but that the computer needs more and specific data to be able to work.
"Random" Map generation is something where even the big games can fail - have you ever wondered why almost none of today's games offer random maps anymore?


Twenty years ago almost every strategy game had an option for random maps - today you mostly get scenarios on a selection of predefined maps.


That isn't because they want to limit their players - it's because a playable map requires a lot of checks if everything can fit together, and a lot of even the big game companies aren't willing to pay their programmers for months of work to get that right (most games are sold in late beta because they need money before even finishing the basic game).


A 2D-Game like RM can theoretically make random maps (in 3D-graphics, that's a lot more difficult), but even in 2D-Maps it's a lot of work, and so far I don't know of any workable dungeon generator.


And please go edit your original post, hit "more options/full editor" while doing that and change the title to "world"
 

Zeriab

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Zen, I do not think you understand what Engr. Shana means by simple random map generation.

If each tile is simply randomly selected according to the standard random number generation (uniform distribution) getting butt-ugly unplayable maps are extremely likely such as the map below:



A bit too random, don't ya think?

Looking at the video the amount of items seem rather low. If this means that you can only have 50 or less combinations of possible items I suggest that you simply map it out.

Yes, it will be a bit of work mapping it out and creating the event teleporting the player to the appropriate place for each combination, but it is way less work than actually trying your hand at a map generation script.

*hugs*
 

Vance Raehart

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Zen, I do not think you understand what Engr. Shana means by simple random map generation.

If each tile is simply randomly selected according to the standard random number generation (uniform distribution) getting butt-ugly unplayable maps are extremely likely such as the map below:

i bolded my name cause you called me Zen. HOW DARE YOU!?!?!?!. ITS ZAAAAAAAAAAAAAAAN WITH AN "A"

anyway i figure THAT pretty quick so i was trying to come up with a way.

Looking at the video the amount of items seem rather low. If this means that you can only have 50 or less combinations of possible items I suggest that you simply map it out.

Yes, it will be a bit of work mapping it out and creating the event teleporting the player to the appropriate place for each combination, but it is way less work than actually trying your hand at a map generation script.
thats kinda what im doing now after realizing that it be much easier to Manually map it.
 

Tsukihime

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So you want a script that will create a unique map that functions with events, passability, and detail? If you're not willing to pay for something like that, I honestly doubt you'd get this. Also, your post is very... oddly worded. I could barely understand it.


If I'm mistaken on what you were looking for, please clarify so I can get a more correct opinion.
If you can go with pseudo-random map generation that would make it easier.


For example, you create a base map, and then simply define a set of locations where a bunch of events could show up.


Now, you have a map where chests and enemies are never in the same place all the time.


Now you create a base map, except you define a set of locations where a door could show up.


Now the entrances and exits, stair-cases, etc. are in different locations.


Take your base map and define a set of locations where a wall may or may not appear, with a threshold on the limit on the number of walls that may be generated (so there is still a solution from the entrance to the exit). Now you have a random map where you cannot take the same route to get to your destination.


All passage settings are defined on the tile-level so you don't need any "random" passage settings. That would be kind of silly as well, cause you can easily make a floor tile impassable for no reason.


You don't need anything fancy.


There is already a random dungeon generator that takes pre-defined rooms and combines them together randomly. I don't know what it's called by Kaelan wrote it and showed it to me some time ago.
 
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Vance Raehart

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If you can go with pseudo-random map generation that would make it easier.

For example, you create a base map, and then simply define a set of locations where a bunch of events could show up.

Now, you have a map where chests and enemies are never in the same place all the time.

Now you create a base map, except you define a set of locations where a door could show up.

Now the entrances and exits, stair-cases, etc. are in different locations.

Take your base map and define a set of locations where a wall may or may not appear, with a threshold on the limit on the number of walls that may be generated (so there is still a solution from the entrance to the exit). Now you have a random map where you cannot take the same route to get to your destination.

All passage settings are defined on the tile-level so you don't need any "random" passage settings. That would be kind of silly as well, cause you can easily make a floor tile impassable for no reason.

You don't need anything fancy.

There is already a random dungeon generator that takes pre-defined rooms and combines them together randomly. I don't know what it's called by Kaelan wrote it and showed it to me some time ago.
RRRRRRRRRUUUUUUUUUUUUOOOOOOT BEEEEEER!!!!!!!!!!!!!!!!!!!!!. i got root beer.

back to the topic at hand im gonna try this
 

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