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generation

  1. R

    Procedural generation

    I'm working on a top down rpg, sort of like Nuclear Throne if you will, but more like Dungeon Souls now that I think about it. I was trying to figure out a way to do procedural generation of the level kind of like Dungeon Souls, with rooms, I made this one that just kind of makes a maze but I'm...
  2. Tontete

    GML Copy instances and tiles from other rooms in-game

    I am making an Open World game, it will have a very big map, so I was thinking of designing all parts of the map in different rooms, then when the player comes close to a "Chunk Control" object, it will take the instances and tiles of the specified room into the Game Room. I do know about...
  3. R

    Legacy GM Dungeon Generation and General optimization

    Hi again everyone! I recently decided to give procedural / random dungeon generation a go (my system is a little mix of both) based on the principles of cellular automata. So far my system is working quite well, however I'm a little concerned about the potential performance of my system and was...
  4. C

    Asset - Project Procedural Terrain Generation

    Hey, GMC, it's been a while! (Try 3-4 years). I couldn't help but test out GMS2, and I figured what better way then play about with some ideas I had... So, presenting, Procedural Terrain Generation. This is a selection of scripts (and demos), showing how perlin noise can be combined with...
  5. S

    Creating "Blueprint" for rooms

    I'm working on a game, where the level gets randomly generated out of little room tpyes like cooridors, normal rooms, staircases, etc. These are all in one gamemaker room. My level generation works so far, but at the moment I just use one sprite for each room, just to see if the level...
  6. S

    Random level generation

    I'm trying to create a level generation, where my room is split up into mulitple cells (for example a 6x6 grid). Every cell represent a room, that can have an exit in all four directions (up,down,left,right). First of all I want to create a garuanteed way through the level. For this I pick a...
  7. G

    Asset - Scripts Realtime Sound Effect Generator [On Sale]

    Are you tired of spending hours just to find your in-game sound effects? Do your in-game sound effects double your game size, making it hard to compile and distribute? Do you think sfx providers are to expensive and do not provide exactly what you need? All this is about to change, with SFX GEN...
  8. A

    GameMaker Question regarding the saving of the order of procedural generated rooms..

    In a new project, I'm hoping to have procedural generation via many pre-made rooms that are randomly used. for the purposes of this explanation, assume that each room is a square 1000px by 1000px. Centered on each side of the square is a door. When you walk through a door, it will take you to...
  9. H

    Asset - Scripts Simple Maze Generator for GMS2 now

    With this script you can generate classic maze with up to 4 entrances one for each side. Or generate more cool looking symmetric mazes. All this is done by initializing one simple function which will return ds_grid index. This grid have values 0 - for floor, 1 for wall. This new version...
  10. C

    Discussion What about documentation?

    GameMaker Studio 2 has JSDoc integration... Does that mean we can expect in the future to be able to build documentations? Will game maker have a feature to build a help file using the jsdoc in all the various object/scripts ? If so, game maker just became my tool of preference over tons of...
  11. S

    Problem with procedural generating

    Hello, I've started to program a new game and tried to make a generated 2d top down map but I've no idea how to program one of these. Can anyone help me with this problem? I've made lots of experience with game maker and I'm familiar with arrays and for(i=0,i<10,i+=1) commands.
  12. E

    [SOLVED] Spawn objects

    I am making a game set in space and don't wont to have to place every star manually. So I have created a "Star density map" to show where the [object] obj_star 's need to go (darker parts more stars). Here is an example of what I mean (Not my actual one, but that's hardly better as i'm not yet...
  13. P

    Game Mechanics Generating Experience - Random values

    Hellooo :) ! So I've been planning out a game for a couple of months, and one of the main Game-Mechanics is that you, the player, is not necessarily repressented as a character. You control chatacters in the game, making them do stuff, however you don't really control them as far as "making...
  14. Bingdom

    Best method for infinite terrain generation

    Currently im using tiles for the graphics and ds_grids for the collision detection and data storage, but i noticed that ds_grids do not like going negative, what's the best way of countering it, and ensuring that the world will be infinite? Would just mirroring the world using abs(x) be the best...
  15. Binsk

    Asset - Extension 2D / 3D Multithreaded Simplex Noise Generation

    Hello, everyone! After having released my GML-based Simplex Noise extension, I realized that creating more complex worlds, ones that utilized multiple 2D and 3D noise generation calculations at a time, was simply not possible on a single thread. As such, I present to you this extension that...
  16. T

    Random generation

    I'm using default GM random functions to generate world (space), upon generation chunks are saved to the disk so it's the same when player visits the area again. But I would prefer seed based generation where user can input seed to generate world from. That might be also useful if I plan on...
  17. N

    Legacy GM Enter The Gungeon Level Creation System

    Im making a game where I want the dungeons to be procedurally generated like Enter the Gungeon, but with destructible walls. I'm not really sure about how to go about this as I'm fairly new to Game Maker Studio, so if you could provide me with as much help as possible, that'd be fantastic. Thanks!
  18. T

    Chunk based space generation

    So, I need help with making chunk based generation for my game set in space. I really don't know how to approach it. Main issues: -How to handle non-player objects like asteroids or projectiles leaving loaded chunks -What should I use? An array/buffer/ds_map/something else.
  19. R

    Random seeds and Delphi LongInt

    This isn't really a question, but more of a heads-up for those of you who use random seeds in your games. I've been playing around with random seeds while working on a save/load system in my current project. The game involves procedurally-generated dungeons, so at the start of each room the...
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