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procedural

  1. 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...
  2. Bingdom

     Time Dungeons

    Hello GMC! I would like to present you to one of my current projects, Time Dungeons. It's a game about progressing to the futuristic era, looting dungeons to help craft stronger weapons and equipment. You start in the medieval era (the one you see now). I plan on adding time travel through time...
  3. S

    Bullet collision with walls in a procedural level

    Hello everyone! Hoping you guys can help me. Basically, I'm trying to create a procedural level for a top down shooter. So far, I've got the level, I've got player collisions, and the player can move and shoot 360 degree, amongst a few other things. What I'm having trouble with is getting my...
  4. T

    GameMaker Saving Room in .yy format

    Hello everyone! I'm currently making a little tool that can be used to generate a minimap of your game, à la metroidvania: where you can draw each 'room' that will compose your game, and get a JSON file representing all of them, and then you can just redraw that in your game, and check if...
  5. 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...
  6. 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...
  7. Nocturne

    Asset - Scripts Rogue-like Room Generator

    This asset gives you the tools to create a procedurally generated dungeon or maze based on a single room (which is reused) and a room "map". The map is a Grid data structure where each cell is a "room", and can contain information about the entrances and exits of the room as well as the enemies...
  8. 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...
  9. 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...
  10. R

    Legacy GM Procedurally Generated Road?

    Hi guys, I started using GM today and (unsurprisingly) I'm having trouble with an important part of the game I'm creating. I need to generate a single-lane road that has 90 degree turns and is different every time the game restarts. I'm currently making the road manually by copy/pasting a tile...
  11. T

    Random tree generation

    GM Version: Studio Target Platform: Windows Download: http://www.filedropper.com/fractree Links: n/a Description: It's not really a tutorial, but an example. I think the code explains itself well. This is just a way if you want to create random trees. This version just creates them and...
  12. 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.
  13. Heavybrush

    Modular random room

    Hi, I'm working on a modular random room the thing seems to be very difficult all my modules are objects with a sprite every sprite has the origin to the 0,0 every sprite is a ground wich can be straight, go up, go down, go up and down... every ground start from a left point and end in a right...
  14. Heavybrush

    setting room width

    I have been coding a random modular based room some ground modules must randomize horizontally inside a room of variable length the following modules should be in this order: one start module random instances of modules of different lengths one checkpoint module random instances of modules of...
  15. 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...
  16. H

    Asset - Scripts Procedural Sprites Generator

    Make hundreds of good looking top-down sprites using my generator with easy to operate GUI. Export images or generate them in-game. There are a lot of possibilities, a lot of parameters to tweak. In result you got many different generated shapes. Marketplace Link...
  17. C

    Job Offer - Programmer [Paid] 2d Procedural Animation Programmer

    Hello all, I'm working on a 2d platformer game with a fairly unique animation system, I need some help programming a walk cycle that can smoothly blend in to a run cycle, while still allowing for the feet to run over uneven ground. Grown Home is a pretty good example of the effect I want to...
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