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PandoraShock
  Fri Jul 27, 2012 12:07 am
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Location: At my desk ;)
RGWT - (Randomly Generated Worlds and Terrain)Version: 1.0.0a
By: azrith001(me)

Introduction

Okay so around half a month back I believe, I posted a tutorial work along thing on Save-Point.org, (I was desperate while the site was down) Any way, The purpose of the post was to teach myself how to make a randomly generated world like Minecraft, Terraria, Splunky, Etc. I've been working on it in XNA and its going good, but I thought Hmmmm, what if I could get it working just as fast in RMVX. So the idea was born and I've been working on it ever since. Sadly I hit a roadblock in the programming several times, IE RMVX doesn't support bitmap sizes larger than 640x480, so to counter that I decided to do a chunked version of the generated world that could be larger than the max size by utilizing multiple 640x480 Chunks, I got the chunks to work but the chunks do not carry drawing info from 1 chunk to the next to create the masked background I'd use for deciding where to generate blocks. SO Finally after some thinking today on my 1.5 hours of sleep, I figured out what I'm going to do, I will create a Table the size of the map, and assign each item as a block type, the blocks generation levels will be determined randomly by the system could make massive mountains, or valleys or canyons etc. So I will be posting my progress here, and maybe some info and the script im currently working on just incase anyone wants to collaborate and help (also to deal with the lag problem I was going to load the blocks only when the camera viewport holds them IE when out of ranged disposes of blocks to save memory, but the block type will still be in the array.)


So if you see anything you wanna get some input on feel free to do so and post it other wise this is just a workshop for me, once I'm finished I'll post the full script download and all.

Features

So far they include Randomly Generating Terrain.

Screenshots

Pretty Much what I have so far
Image
Demo

Not yet.

Script

After I get some time to fix and comment it all.



I'm looking forward to doing this!
Thanks
azrith001

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Drago del Fato
  Fri Jul 27, 2012 9:39 am
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Location: Somewhere with a heater on...
You have a workaround for bitmap problem in RMVX. There is a bug when CREATING large image objects, it seems constructor for the object wasn't coded right. But RMVX has NO problems LOADING large images, so workaround this would be that you make a huge empty PNG image for the max size that you would make your dungeons and when the size goes over 640x480 you load that image and work with it. There is also a problem with that - performance loss, since loading a file that huge would take a second or two.

My suggestion would be that you switch to RPGVXAce since it has no problems creating large images, and also uses newer version of Ruby Engine. :)

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PandoraShock
  Sun Jul 29, 2012 4:20 am
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Location: At my desk ;)
I'll try to switch to ace (gotta buy it first) :P, thanks for the reply and advice :D

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