GM Version: GM8.1
Your regular Minecraft-like 2D (Terraria-like, you could say) terrain generator that i've made in my spare time. Without caves. Just plain terrain. And it is pretty lousy, also. So why would you download it? Well, for one single reason.
It has infinite world generation (i hope it is truly infinite, lol). Well, that's not such a huge improvement over the others, but you may want to look at it.
It uses a kind of a chunk system as Minecraft had some time ago. The chunks are areas of the map 320x2048 (20x128 blocks; adjustable) - one view wide - in size. They contain all the blocks (duh) and, possibly, items, mobs, and everything else. Only three chunks of the map are present at the same time. When you leave a chunk beyond your 'render area' (that's three chunks currently: one behind the player, one where the player is currently situated, and one ahead), it gets saved as a simple binary file with its filename containing the chunk id (i.e. 0-320 will be the 0th chunk, -320-0 will be the -1th chunk, etc.) and all the stuff from that chunk gets deleted from memory, so your game would not lag. When a chunk enters your 'render area', it loads into memory, using that file that was saved previously. Or, if the chunk is actually completely new and no chunk file is present, it gets generated randomly. Pretty simple.
Oh, and it also has biomes. Three of them. And trees (if you can actually call these things trees. And flowers. And random seed support through the random_set_seed() function; it works almost as in Minecraft.
I'm not sure if that was done in GM before, lol. Thought someone would find it useful.
WASD - movement
LMB - place block
RMB - remove block
F - show/hide the debug info
R - return to the spawn
Terrain begins at y = 1024, so if you see nothing when you start the game, move down a bit.
Version 0.2. (.EXE + .GM81; ~1.8MB)
22.02.12 -- v0.2:
- Seeds work pretty derpy, you can try fixing that by putting 'random_set_seed(global.map_seed)' in the beginning of the chunk_gen() script;
- After you reach distances that are ~15000 units away from your spawnpoint, some barely noticeable graphic artifacts begin to appear, like wobbly sprites and stuff. Tested on my PC only. Should be some GM bug;
- Only chunks (current_chunk - 2) and (current_chunk + 2) are cleared. That is enough when the player is moving smoothly, but when hopping distances wider than the chunk itself, it will leave uncleared chunks behind;
- Chunks do not get cleared when you teleport to the spawn (see the third bug);
Oh, and it does not overwrite previously saved worlds, if you select the same world folder at the start. Instead it loads them, but you can sure change the random seed at the start. So be careful with that.
Edited by PrimuS, 22 February 2012 - 08:40 PM.