Search the completed addons section for plugins by arsonide
He's got beyond awesome procedural generation stuff. Also, depending on your approach, if you need object memorization, or picking beyond construct's regular ability, the s plugin provides a lot of power in that regard at the expense of a steep learning curve.
You need to decide what type of procedural thing you want to do, like will it be like worms? Spore? Or towerclimb. You'd probably have a different approach, what did you have in mind.
You should always try tlo translate your words in to events or code if you get stuck. For instance
We want powerups to appear randonly for a player at random spots
If(random( 20)==5)
Create powerup at random(1000),random(1000)[/code:1oj4sjxw]
That means every tick there's a 1 in 20 chance of getting a powerup
That's not what we want tho, we don't want them to appear, but to be at the next part of the level, and go by distance from the lastpowerup, not time passed
Only if its further than some predetermined required distance:[code:1oj4sjxw]
If (distance(character.x,character.y,character('lastpowerupx'),character('lastpowerupy') is greater than character('requireddistance') [/code:1oj4sjxw]
Then create it off the screen on the rightside
[code:1oj4sjxw]-----create powerup at scrollxright+10, floor.y[/code:1oj4sjxw]
Set the new required distance randomly between 500 to 1500
Set lastpoiwerupx and y variables to the new powerup position
[code:1oj4sjxw]
-----character set pv 'requireddistance' to random(1000) +500
-----lastpowerupx = powerup.x
-----lastpowerupy= powerup.y[/code:1oj4sjxw]
You want to factor in current health, etc, add some pvs, and/or conditions, and/or actions, and you're on your way, when its not right because it appears too close to walls, and an extra condition that checks for that, or whatever., and keeping tweaking and adding until its where it needs to be.