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hello, i am searching a very special dungeon generator... with "stick rooms" functions... could we talk about that?

Sure. First of all, what exactly is a "stick room"? Is it related to tree data structures in some way?

Predefined rooms can be accidentally glued together. These predefined rooms are stored somewhere and used by the generator when generating.

This engine uses predefined room layouts, room maps are stored in bitmaps so you can quickly draw new rooms using Game Maker's sprite editor. There's also separate sprites for normal rooms, boss rooms, player start rooms and treasure rooms, so you can easily have some layouts only be used in some contexts, and this system probably wouldn't be too hard to extend either (e.g. you could randomly change some rooms' layouts to layouts from your "SPECIAL STICK ROOM" if you want 2-3 stick rooms in the middle of all the normal ones).

i need one big room, and this room is generated of any room "parts" and stick together...

Everything is still placed in a single GM room... the view scrolling effect is just there because the generator is inspired by Binding of Isaac, if you remove it and have the view follow the player normally it becomes a single cohesive room.

___________________________________________
############################################################################################
FATAL ERROR in Vertex Shader compilation
ShaderName: shader_hurtflash
D3DXCompile failed - result
at gml_Object_parent_enemy_Draw_0
############################################################################################

If this error is displayed, it means your computer doesn't support shaders. One possibility could be that you don't have the DirectX 9 runtime installed, you should be able to get it from here: https://www.microsoft.com/en-us/download/details.aspx?displaylang=en&id=35

If that fails, the problem is probably that your GPU doesn't support OpenGL, and you'll need to remove the shader from the game (and remove the code in parent_enemy that sets and resets the shader before drawing, so you don't have a reference to a nonexistent resource).

Sorry about this, but I am extremely dumb and I'm having trouble. I purchased this engine mostly to figure out how to generate room layouts based on predefined blueprints but I can't for the life of me figure out how it works in this engine. I've been scouring all the scripts to figure out where the blueprints are defined or how to make new ones and it's driving me crazy.

(+1)

The rooms are actually defined using four sprites (one pixel corresponds to one tile in the room, each color means a different type of tile) - Sprites-->Room Maps will give you those, and their names should explain the purpose of each map. Just add more subimages to a sprite and they should automatically get added to the random selection.

You'll also need dungen_render_room() and dungen_render_tile() to actually create a room from the blueprints, though. (And also all the scripts in the folder Scripts-->Assist Scripts--->Floofpaws' Sampler Extension). I think they're pretty much standalone enough that they can be used on their own without the rest of the dungeon generation structure around them with just some small changes to dungen_render_room():

  • Remove the part that spawns enemies and treasures.
  • Remove the lookup of the "doorflags" variable and pass that as an argument instead.

In either case, the important bit is how dungen_render_room() uses a sampler to read the sprite data. The colors that are used to represent different types of tiles are defined in the list of macros, under __VaultMapData__, and these constants is what dungen_render_tile() is checking for.


If there's anything more that's unclear, feel free to ask :3

(+1)

I thought it worked something like that, and now I know what my problem was:

when you import another project, the sprites show up as black squares in the resource menu until you view or edit them. so my eyes just sort of passed over these seemingly unhelpful square sprites. Thanks for replying!

10/10