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Hey! After using the free trial of your awesome plugin for a while I've finally decided to buy it. Turns out, I had a reaaally old version of your plugin and apart from the new premium functions, everything is different now. 

My biggest problem right now is to generate a maze using snippets while randomizing the positions of Exits and entrances. 

In the old version I've used, you could use "any" to randomize them, even though that meant exit and entrance could potentially spawn next to each other. 


I haven't found a way yet to reproduce this in the new version because "any" doesn't seem to work anymore in the new script call. 

Hi ChaosExceed,

Yes, I tidied up the API to make things more intuitive and easier for developers and other plugins. The functionality to put the entrances and exits in the middle of the maze still exists, although it's a little hidden.

First of all, I recommend you to learn the new "Templates" feature. It moves a lot of codes into the RPG Maker's Plugin Manager UI, which makes many things easier and safer for you.

There's already one Template that puts Exits "anywhere". It's called "Sewers". So, I suggest using this Template to kick off.

If you want to go more into detail; what you have to do, is:

  1. Set the Exit Mode to "none"
  2. Go into the Decoration / Asset Tab and add one Entrance and one Exit manually

Last but not least, you can peek at how I made the Sewers.

Let me know if it's working for you!

Yes, that works! Thanks! Even better than the similar "solution" I found.

While testing, I actually stumbled onto the same Idea, just declaring Entrance and exit as Special assets and spawn them 1 time on the map. Didn't know about setting the Exit mode to "none", but instead, just didn't generate any exists on the script call. But it did feel like that wasn't intended and could maybe lead to problems in the future, so it's great you gave me a better solution!

Actually, your whole set of Plugins is a great "Solution", not only being able to do pretty much anything when it comes to random generation, but also in a really flexible way.

Being able to even tie the max and minimum spawns of a asset to variables now would have saved me so much hassle manually setting up a system to randomize the density of Treasures/Monsters/etc which kinda looks like this.

But even being able to do that without you giving us more possibilities shows how amazingly flexible the plugin is.

Well, I gotta thank you for your quick help and your awesome set of Plugins!

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This is the kind of feedback I'm looking for the most because it shows me you understand my thoughts when designing these plugins - not as a plug&play feature, which maybe makes it difficult to start, but as a powerful and flexible tool. Because in the end, it's you, the game designers, who set the rules of your game! Whether you want an exploration game or rogue-like, you want monsters, chests, keys, switches, save points... this should be in your hand!