[Help] Procedural Dungeon Generator

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  • [quote:rigovot5]Unless this is some hidden aspect of arrays and there needs to be at least one value or something

    Why wouldn't the beginning of the array be 0?

    You need to either fill the array, or use a different value for on/off.

    I assumed it would be null until filled. The rest of the array is null despite changes in size. Also this doesn't address the issue of that always remaining 0.

    Well.. I just changed the values to 1 and 2 and that seems to be working, however (1, 1) is still always a wall. It's like I've solved a few little problems, but really the big issue is still there and I'm unable to continue until it is resolved.

  • maybe post your .cap file if your desperate, would make it easier to help?

  • maybe post your .cap file if your desperate, would make it easier to help?

    I thought I had, sorry.

    Okay, so I opened Construct (it's addicting) and started an entirely new DirectX9 game. I rewrote most of the events, although the same basic structure remains. Despite it being essentially the same so far, results are confusing.

    Here is the .cap: http://pub.gamingw.net/39880/ProcGen2.zip

    You'll notice that the Y2 row is walls as well. This isn't intended. However, strangely, disabling the event that checks if the CurrentY is equal to 1 (edge testing) causes it to render out fine. It also renders out fine if you change the CurrentY to check to see if the CurrentY is equal to 0 (??).

    I stopped here, because there's no reason to advance if I can't get this part to work.

    EDIT: Disabling the CurrentX is equal to 1 (again, edge testing) event causes the second row to render normally. Upon further experimentation I found that checking for anything else in addition to Y1 causes the double row of walls. I have no idea why, perhaps this is beyond my control.

  • this is odd, it does seem to always make the Y1 a wall row even when you haven't told it to. When I changed it from Y1 to Y9 for example, it would make Y1 and Y9 and Y10 a row of walls. So it seems to always make 2 rows of walls when you set the Y value to something plus the first row will always be a wall.

    I think the trouble was using an OR event, I made a work around.

    http://files.getdropbox.com/u/1024727/ProcGen3.cap

    I think I used the latest version of construct

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  • this is odd, it does seem to always make the Y1 a wall row even when you haven't told it to. When I changed it from Y1 to Y9 for example, it would make Y1 and Y9 and Y10 a row of walls. So it seems to always make 2 rows of walls when you set the Y value to something plus the first row will always be a wall.

    I think the trouble was using an OR event, I made a work around.

    http://files.getdropbox.com/u/1024727/ProcGen3.cap

    I think I used the latest version of construct

    Sorry, I don't have that installed although I agree with your conclusion because we seemed to have developed similar solutions (presumably). Although it is sloppier (I am OCD about these things grrr construct get fixed), I am back to using separate events and a variable at the end to determine if it is an edge or not. This appears to be working so far. I will continue to rebuild it and post back if more STRANGE HAPPENINGS occur. Thanks for the help.

  • Just use sub events instead of the OR

    http://files.getdropbox.com/u/1024727/images/sub.png

    edit: pretend the 9 is a 1 lol

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