GM Version: 2.3+
Target Platform: All
Download: Exported GMS File
Links: Read the full tutorial here
Other Entries:
Procedural Generation in GMS #1: An Introduction
Procedural Generation in GMS #2: Learning the Basics
Procedural Generation in GMS #4: Connecting the Dots with Bresenham’s...
Augury is a procedurally generated open world RTS game that me and my friend have been working on for a few years now off and on. We make up what we call Cataclysmic Studios.
I wanted to start a development thread with the start of our YouTube devlog series, and a looming closed pre-alpha.
I...
I thought It'd be a good idea to start this thread before any major updates. I'll be posting ONLY the most notable updates from Twitter.
About
This game is a 2D Platformer game focused on quick combat and movement to combo with the things around you. It'd prefer for it to be on the...
So I saw a post on reddit mentioning this and I thought it was pretty neat as a simple way to get some ideas around theming or mechanics. If you go to Talk To Transformer and type in a sentence along the lines of "<game name> is a <game genre> where <game description>" the AI will auto complete...
Floramancer
A farming sim where the fruits of your labour can go to war!
Take a dash of Stardew Valley and a pinch of Heroes of Might and Magic, add a few gallons of secret sauce, mix it well in your Cauldron and taste. Oooh, It tastes like Floramancer, a turn-based strategy\farming sim...
So I have created a PCG system which makes floor tiles etc. inside the dungeon
(everything there is working amazing),
My problem lies in the wall creation. I'm trying to tell the wall objects what image_index to show based of left, right, top, bottom, bottom_right etc., using open spaces around...
I have a randomly generating floor made of blocks that moves right to left. How would I apply an auto-tile tileset to the blocks that follows them as it moves along?
I ran across this article today, which is an interesting breakdown of the processes that go into PCG: So You Want To Build A Generator. I've been messing around with proc gen a lot recently and, while I've hit a large number of stumbling blocks on the way, I've become more and more fascinated by...