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Super Dungeon Demo Thing

Kayzee

4,731 views

I decided to release a small demo/base/thing for my modifications of Saba Kan's random dungeon scripts. Attached here is a very striped down demo, but hopefully some people will find it useful as a base or

 

dungeondemo.zip

 

Included are seven different maps that hopefully show off some examples of different types of levels. Look in the map properties notes for some of the different options. There is only one type of enemy and a dummy chest item for examples in each map for now, and some maps have traps. There are things I wrote that I didn't include here like dungeon enemy level scaling and randomly choosing items for the chest just to simplify stuff.

 

(Made some basic documentation here.)

 

Edit: Updated to make traps work right, and added the blank tileset for dummy map.

 

Edit 2: Few more bugs due to left over code fixed.

 

Edit 3: Added code to randomize rect devision more, and to subdevide blocks more. Updated the sample dungeons to reflect this (mostly Dark Place, it's insanly cramped and maze like now). Also traps shouldn't spawn on top of other traps anymore, and the entity placement may be faster.

 

Edit 4: Fixed a big bug related to room lights not being disposed and makeing games not save right.

 

Edit 5: Added code to make paths across map edges for wraping maps.

 

Edit 6: Small fix for using this with the new version of my Cache Back script.

 

Edit 7: Fixed shops and added the missing script to fix the debug shop work.



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Yeah I am pretty sure I had that turnmove script before, and it's crap. It doesn't synchronize the player movement or have a way of having different movement rates, or anything. The turnbased movement script I use in my dungeon demo is much much better.

Yeah your move script has a lot more to it and in a lot of ways is better, but it doesn't seem to work with XAS. Once you enter the map with the enemies on it and move once, the enemies will move. But after that the enemies will stay still and not do anything no matter what you do.

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I wanted to use this script for smaller dungeons in the game I'm making, or on floors that are used merely as transition to floors that are more event-based.

 

One question here.  Is it possible to leave a dungeon, either by backtracking or teleport, and have the dungeon remain the way you left it?

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Well, that feature would have to be a seed based thing, and the making the transition smoother.... not sure what that could be, perhaps a part in the script that can be called by an event that forces a re-generation and random placement? I personally like the way it is, it's a little quirky, but that's understandable. Honestly, not sure why there isn't more suport for this script, random dungeons are just so useful and powerful.

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Hi~

I want to implement the latest mini-map script in your Super Dungeon. 

 

The latest minimap can by found here:

 


 

However, it doesn't update when I enter the second floor of any dungeon, and the mini map in any floor lower than the first floor is incorrect, showing the map of first floor all the time, even if the script calls like 'refresh_minimap' and 'update_minimap_object' are used.

 

How can I fix that? I like the idea that the whole size of the minimap is fixed, just like what in the latest version of mini-map script, instead of changing by the actual size of the map, which can be a nightmare when the size comes to a large number.

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Well I never used that minimap script, but I assume you have to manually clear the minimap when changing floors. Remember that different floors in my dungeon demo are technically the same map number. I wish I could help more, but I can't seem to download that script and I haven't gotten RPG Maker VX Ace to work on my computer in a while anyway.

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Oh! It has to do with my AI scripts actually, but I thought I moved that out of the light code... Although that does bring up a point, how are you going to handle viability without lights? Not that you really need the light effect for that, but it's a good indicator...

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Well, Galv's Visibility+ seems less impactful on the overall resources used. The static lighting as oppose to dynamic, I gather....

P.S. Sry it took so long to get back to you, lol RL and stuff.....

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KilloZapit;

I am making a game using your script. I would like to change the script so that the randomly generated maps will remember variables and switches used in them. For example, if a player gets hired at a business within a randomly generated city, they currently will be hired at the same business in every city because they all use the same switch. 

How do I make it so that a new switch or variable is created for each randomly created map?

 

PS - I am willing to pay you for your time in implementing this. 

 

Thank you

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Well, that sounds like it would involve something beyond the scope of what I am doing here. I mean it wouldn't be so hard to make a array or hash to store data in for every map and every floor, but remember that the whole map also gets regenerated each time you enter so nothing is really saved on the map. And I am not sure how you would make a city with this. You might want to try this script instead, it's newer and worked on more often, even if it doesn't quite work the same way.

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. . .hello, KilloZapit.

 

. . .i just wanna say thank you for this.

 

. . .the original Saba Kan's script has restricted tiles to choose from.

 

. . .but this modified script of yours lifted that restriction.

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Hey, Killo, with the new RPG maker, do you think you could help convert this little gem of yours into javascript and make it into a plug-in? i'm willing to learn how to code in it myself and take on some of the work personally. I feel that this could be a very strong plug-in, and exceptionally useful to the public. That and I wish to make a mystery dungeon type game some time... soon. 

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Yeah, MV is all the rave now =) Hopefully soon enough there will be people converting stuff over. I still enjoy your random dungeons over many others.

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