# Swifty

Member Since 31 Mar 2004
Offline Last Active Today, 08:04 AM

### Random Dungeon Generator - Hall Generation

24 May 2013 - 04:17 AM

Hey GMC, I've been working on an rpg project, of which I want to incorporate randomly generating dungeons. I've never done anything like this before so it's a big learning curve, which is why I'm posting here!

This is the order that I've made for generating the random dungeon:

• Set the Start and End positions.
• Generate X number of Rooms with random width/height, within a set min/max size.
• Create X number of Exits(Doors) around the rooms perimeter.
• Generate the Hallways, linking together the rooms.

Here was my futher break down of the room creation process:

Step 1: Randomise start and end of dungeon positions, clamped by settings. within a grid
Step 2: Create a sqaure of bounds that the dungeon encompasses
Step 3: Randomise number of rooms and their points
Step 3a: Randomise width \ height of each room
Step 3b: Make sure rooms don't go outside bounds
Step 3c: In each room have at least one entrance/exit (Randomise the entrance position around the edges)
Step 3d: Remove any rooms with no entrance/exits

And here is the room generation process completed:

My next step is to create the hall generation - This is where I've run into a roadblock!

Step 1: Starting with the first room, pick it and another random room.
Step 1a: If the room is already connected to another room, it may pick itself as a random target. OR:
Step 1b: If step 1a is achieved, the room may open the doorway up to a dead end.
Step 2: Find the fastest path between the two rooms.
Step 3: Add slight randomisation in the path, so halls aren't completely straight.
Step 4: Connect the two rooms.
Step 5: Repeat for # of doors in each room. Paths may intersect.

Step 6: Add random break off points at places on the hallways.

Here's a diagram of what I want to achieve.

The Purple lines show the connected rooms.
The Black lines show the hallways, connecting to the rooms.
The Yellow circles show random breakoff points on the hallways.

My biggest issue right now is how to achieve finding the shortest path between the two points, and keeping it to a grid. I'd like to hear what you guys think about my breakdown process and any flaws or room for improvement it might have.

Swifty

### Html5 & Surfaces

18 May 2013 - 12:53 AM

Hey GMC, I'm working on a project where I want to use surfaces in order to create lighting effects.

Running the game in windows mode, it works perfect:

However when I run it in html5, the surface and light are being drawn, but the blend mode isn't working:

So I'm wondering if there are any workarounds to get it working like in the first screenshot, but on html5.

Swifty

### Rpg: Core

02 May 2013 - 09:02 AM

RPG: Core Is an extremely early build, of what I hope to be, my biggest and most ambitious project yet!

Participating in the recent GMC Jam #10 has given me a surge of inspiration, creativity and motivation to

strive above and beyond anything I've done so far! My goal for RPG: Core is to create a fully transparent

project from the ground up. I will have open design document information, through to art assets and features.

I plan to update RPG: Core often, with every new feature I implement, which will hopefully make this topic into

it's own living breathing design document and development blog!

Game Design:

Trello Page View Here

Information:

Category: Action/RPG
GM Version: GM:S
Changes Screen Resolution: YES (Toggle F4)

Screenshots:

Game Features & To-Do List:

Spoiler

### [Jam 10] Mission: Demolition

30 April 2013 - 02:35 AM

Proudly Present:

Our GMC Jam #10 Game!

Made in under 72 hours for the GMC JAM #10.

In Mission: Demolition you participate in an ongoing struggle to hold off a fleet

of alien invaders. Fast action combat combined with an arsenal of wacky weapons

to try, Mission: Demolition will insure you have, what we did making it, a lot of fun!

Our initial design plans with M:D was to have a sense of ridiculousness to it.

With Chainsaws and Blades more than three times the size of your ship

we ultimately wanted to give a fun and (quite)crazy experience to the players.

At the beginning of the Jam we focused on having Multiplayer as the core

component of the game, however as time progressed we eventually realised

that this would not be feasible, and had to scrap it from the JAM version.

Though we had a lot of late nights and early starts over the weekend TeamSteeve

and I are very proud of what we've managed to complete for this GMC JAM. We

hope you enjoy playing out game as much as we did making it, and on a final note:

More Space Mines!!!

Screenshots:

Missile Pod Volley!

The Railgun!

The Weapons:

### Viewing Texturepage Error

26 February 2013 - 01:43 AM

When I go to the global game settings and click the html5 tab, then the graphics tab and click the 'Preview' button under the texture page section I get the following error:

Any ideas what might be that cause, this has only happened once I updated to the latest version. Does anyone know where the texture pages are located so I can check them manually?

Swifty