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Lost in the labyrinth of fire, map generator test.
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Lost in the labyrinth of fire, map generator test.
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Lost in the labyrinth of fire, map generator test.
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Lost in the labyrinth of fire, map generator test.
United States The Shadow
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#1
01-18-2018, 08:27 PM
What I've come up with here is a simple map generator system, to create random mazes.
Not much, but playable to some extent. I still have a lot of kinks to work out of the system.
[Image: SL2XCRT.png]

Arrow keys: Move
Z Key: Use key
X Key, Use bomb
1 Key: resize window (Work in progress)
Tab key: preposition window (Work in progress)
End key or returing to entrance: regenerate map
Alt+F4 to exit

Known bugs: Doors and rocks can spawn on top of each other
Doors and rocks can spawn on starting location
Exit spawns too close to entrance
Entrance and start are always the same

Previous maps are not stored into memory.


For the sake of this beta:
Bombs and keys are set to 9999 for testing reasons

Anyway, let me know if you come across anything else, as well as if you have any ideas for things to put in.
Please keep in mind when suggesting that everything is 100% random. Leaving me with very little control over where things are placed if this gets off the ground.

Download link:
https://www.dropbox.com/s/44tofugzahuh6v...m.zip?dl=0
[-] The following 1 user Likes The Shadow's post:1 user Likes The Shadow's post
  ↳ Willsaber
United States The Shadow
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#2
01-18-2018, 08:32 PM
(01-18-2018, 08:30 PM)sdfoew Wrote: I thought you would have figured it out from the last time you showed your ugly mug around here, NOBODY f***ing WANTS YOU HERE! GET LOST!

Fine... I'll just be on my way then.

  ↳
United States DustinVG
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#3
01-18-2018, 08:43 PM
(01-18-2018, 08:30 PM)sdfoew Wrote: I thought you would have figured it out from the last time you showed your ugly mug around here, NOBODY FoobarING WANTS YOU HERE! GET LOST!
Nice to see you, man who I've never actually seen post here before! I'm afraid you're mistaken, however!

Anyway, I played a bit of this before (dunno how much as changed since then) and it's pretty solid for what it is. Never got an unwinnable configuration.
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  ↳ The Shadow
United States VinnyVideo
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#4
01-18-2018, 09:17 PM
I like the way this is going. We haven't seen a lot of fangames with procedurally-generated maps.

Add a few enemies, and things will really get interesting! Or you could turn this into a puzzle game where you have to clear the map while using only a certain number of bombs.

Also, keep being awesome. Don't let some random troll punk on the Internet deter you from making and sharing fun things.
Course clear! You got a card.

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  ↳ The Shadow
United States The Shadow
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#5
01-18-2018, 09:36 PM
Thanks guys!

@Dustin:
This is actually just a little farther in development than the one I sent you. not by much though.

@Vinny:
I've looked at a few possibilities, honestly. A health/starvation/dehydration system still needs to be implemented as well, as well as treasure, and various means of getting things like keys and bombs, as well as food. Well, depending on what path I go with. It's still too early in development to tell for certain.

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Canada Syaxamaphone
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#6
01-19-2018, 11:55 PM
Looks good. Aside from what you've already mentioned I couldn't find any glaring issues.

I guess my only concern is that I wish all the fires were animating in sync like on actual SMB3 maps. It was a bit disorienting to look at.
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United States The Shadow
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#7
01-20-2018, 12:14 AM
I honestly felt that it made it a bit more unique. Oh well.
Syncing the fire animations is actually easily done. Even moreso than what I have in place as-is, which is picking several at random and offsetting the texture by 16, 32, or 64 pixels every so often.
This would reduce the requirement to just offsetting all simultaneously 16 pixels every fixed amount of milliseconds to create the animation.
(Hey, tiled backdrops aren't normally supposed to animate to begin with, and this uses up far fewer resources than using a sprite for the same job)
I'll have this set for the next version, to see how it goes over.

Thanks!

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Russia Vitiman
 
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#8
01-20-2018, 12:51 AM
Another way you could sync up animations is via a "master tile" that all the other ones mimic. It's how I do it in my games, but I suppose your mileage may vary.
[Image: LBpgMzY.png]

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United States The Shadow
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#9
01-20-2018, 01:40 AM (This post was last modified: 01-20-2018, 01:45 AM by The Shadow.)
Different systems.
While it would work... Why? I could just as easily eliminate the control tile and just do the thing on a command level. Especially considering that it's all operated by a single string, while the system you pitched would require one string per frame.
Thanks for the tip, but I'm afraid that it's just not worth the hassle.

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Russia Vitiman
 
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#10
01-20-2018, 03:52 AM
Like I said, your mileage may vary. No skin off my bones, haha. Just a suggestion is all! It's good stuff regardless Smile
[Image: LBpgMzY.png]

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United States The Shadow
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#11
01-20-2018, 12:24 PM
That's fair.
You'll see what I mean once I have an update to the system to show.

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United States The Shadow
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#12
01-20-2018, 08:16 PM
https://www.dropbox.com/s/9xmpppw71is0tl...2.zip?dl=0
So, here is a version with a few things addressed.
Fire animation is now all synced.
Right side opening is now closed off.
start point shifts at random.

obstacle seed generator beta implemented.
Known bug with this is that in testing the first level was empty, correcting after the first exit.
This is because the variables start at 0, and don't update until the level advances.

as of typing this, it was also brought to my attention that the window scale is off for reasons unknown.
I am currently working on this issue.

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United States The Shadow
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#13
01-21-2018, 01:41 PM (This post was last modified: 01-21-2018, 01:42 PM by The Shadow.)
https://www.dropbox.com/s/ybzhfybv6goa4v...3.zip?dl=0

update:
Pause menu now implemented. (Enter)
The darker tiles (Tar pits) now slow Luigi's movement.
C can be used to force open doors and rocks without using bombs, but at the cost of food and health.
Tar pits can be ignited using bombs. This also holds the possibility of destroying the exit, as they spawn on tar pits. This can also trap you in an inescapable situation forcing either backtracking to the entrance, or using an escape rope (A key) to regenerate the map.
Mushrooms can now be collected, and added as food.
A can be used to regenerate the map, at the cost of a 2 cleared floor penalty.
Food and health are consumed on moving, and forcing entry.

Fixes:
Window scale is now corrected, with the exception of full screen.
Maps generating with no exit now regenerate automatically.
Maps generating missing too many assets now regenerate automatically.
Maps generating with Luigi trapped within a wall now regenerate automatically.
Luigi can only place bombs when not moving.

  ↳
Brazil Minerador Slime
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#14
01-21-2018, 02:56 PM (This post was last modified: 01-21-2018, 03:03 PM by Minerador Slime.)
(01-21-2018, 01:41 PM)Nite Shadow Wrote: A can be used to regenerate the map, at the cost of a 2 cleared floor penalty.
Was the player supposed to be able to regen the map even without 2+ cleared floors?

(01-21-2018, 01:41 PM)Nite Shadow Wrote: Maps generating with no exit now regenerate automatically.
They don't, atleast to me.
Or maybe some do but there's still some that don't.

(01-21-2018, 01:41 PM)Nite Shadow Wrote: Luigi can only place bombs when not moving.
Why? Was there a bug when you placed a bomb while moving?

=========================================

Also, while i was playing i found this broken stage:
[Image: mx6S1WYxRciVYB2AjT0zmw.png]
̶I̶t̶s̶ ̶s̶e̶e̶d̶ ̶i̶s̶ ̶8̶6̶7̶5̶3̶0̶9̶,̶ ̶i̶f̶ ̶t̶h̶a̶t̶ ̶h̶e̶l̶p̶s̶.̶
Edit: I have noticed all levels show the same seed (8675309), so that glitched level's seed is probably not 8675309.

  ↳
United States The Shadow
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#15
01-21-2018, 03:06 PM (This post was last modified: 01-21-2018, 03:20 PM by The Shadow.)
In order of how you brought it up:
Yes, the floors cleared is supposed to dip into negatives if you abuse the escape or the entrance too much.

The maps would regenerate so fast you might not be able to see it.
(Working on this now)

Luigi was able to place a bomb in between grid cells, allowing him to explode an are much bigger than is supposed to be allowed. (a 3x3 blast radius)

Well that's no good.
I was able to recreate this glitch by pressing the regenerate button while the game was paused. This will be fixed in the next version. Thanks for pointing it out.

Also, the seed is currently a fixed value driving a randomizer. What is currently entered for that is a reference to a song by Tommy Tutone.
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  ↳ HylianDev
Parakarry
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#16
01-21-2018, 04:08 PM
Looks sort of Bomberman-y. Cool!

Though if that were the case, the preview image needs to make sure doesn't happen.

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United States The Shadow
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#17
01-21-2018, 04:36 PM
I've actually had a few people mention that. This, and Zelda. Smile
Fraid I didn't get all of that last part though, think you could repeat it?

Anyway: I found the cause of why some people are seeing the remaining glitches, while others aren't (IE. I'm not seeing some of these as-is)
after testing on 5 differen't machines of varying processing ability, I've determined that I've misconfigured the auto-regenerate systems to be more compatible with a wider range of computer systems. Some handle it just fine as-is, while others are too slow, or too fast (Yes, TOO FAST) to allow it to trigger as intended.
This, is a real problem, as I don't know what to actually set the variables to in order to make them more universally compatible.
To make matters worse (or better, depending on how you look at it) my main computer does not display these glitches.
This part may take a good amount of time to figure out.

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United States Willsaber
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#18
01-22-2018, 06:16 PM
Reminds me of Luigi in the Horrible Nightmare kinda
Making terrible posts since 2014

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Parakarry
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#19
01-23-2018, 06:48 PM (This post was last modified: 01-23-2018, 06:48 PM by Parakarry.)
(01-21-2018, 04:36 PM)Nite Shadow Wrote: I've actually had a few people mention that. This, and Zelda. Smile
Fraid I didn't get all of that last part though, think you could repeat it?

I mean, Luigi can't move anywhere in the screenshot. The level would have to prevent that.

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United States The Shadow
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#20
01-23-2018, 08:04 PM
Ah, yeah. I've actually fixed that bug since that shot was taken.
Unfortunately, this has led to another bug that makes those bugfixes...not work....*ahem*
This one is proving to be very difficult, as it appears to happen differently depending on what your machine is.
Fixing one one, creates another on a different system, while fixing the next, breaks the previous. I hate to say it, but I've hit what has to be the worst possible snag here.

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