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Awesome, Thank you! I'm excited to see what you come up with.

Hey SpencaSlim!

Here is the code I made up in my last revision before being sidetracked to my certification:

Put it in a controller object with it being fired on create event.

///Generate level
TILESIZE = 16;
randomize();

var sizeX = room_width / TILESIZE;
var sizeY = room_height / TILESIZE;

//Set starting position, excluding the borders
var startX = irandom_range(1, sizeX-1);
var startY = irandom_range(1, sizeY-1);

var cells;

for(y=0; y < sizeY; y++)
{
    for(x = 0; x < sizeX; x++)
    {
        cells[x, y] = "1";
    }
}

var dir = direction;

repeat(2500)

    if (scrChance(50))
    {
        dir = choose(90,270,180,0);
    }
    //Choose a direction at random
    switch(dir)
    {
        case 90:
            startY--;
            break;
        case 270:
            startY++;
            break;
        case 180:
            startX--;
            break;
        case 0:
            startX++;
            break;
    }
    //If we are going to a border, retreat
    if (startX < 1)     {startX = 1};
    if (startY < 1)     {startY = 1};
    if (startX >= 49)   {startX = 48};
    if (startY >= 37)   {startY = 36};
    

    //Mark this array position as free
    cells[startX, startY] = "0";
    var ground = instance_create(startX * TILESIZE, startY * TILESIZE, objGrass);
    ///Choose a random sub-image for added variety 
    ground.image_index = choose(0,1,2);
    //Do not animate
    ground.image_speed = 0;
}

Like I wrote previously, I just went on and placed my player on the first "0" array cell. And my exit point at the last "0" cell. Enemies, just get a few random "0" positions and drop them there.

Any morequestions, just let me know. Cheers.

Thanks brother, much appreciated. Good luck with your game. Keep us updated!