Thanks for the comment! Yes, I'm sure that this could be optimised further, but I think that it does the job it was designed to do well enough for most use cases. Your suggestion about multiple passes is interesting, but unfortunately, the way the asset works means that multiple passes isn't possible, although in almost every situation you can use it in at the moment, you'll see an almost 75% reduction in instances (and it could be more depending on the room layout)... That said, I do re-pass all my assets regularly and when I do my next update pass I'll look into improving how it works, as per your suggestion. Thanks again for the feedback!
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Hello! Thanks for the interest! So, yes, the asset works at run-time to generate the maze, usually at the start of each room, and the maze is actually stored in a DS grid which means the data from it can be applied anywhere and doesn't HAVE to be the whole room. For the question about player and AI and stuff... And I'm not sure, if I'm honest. It generates mazes, which can be expanded or not (so the corridors are wider than the walls) and also generates a path through the maze, but other than that, the use you put it to is up to you! And yes, the generator will create start and end points in the labyrinth, and the start point is configurable to a side, a corner or random, although the end point is NOT configurable, as it is designed to create the end point as far from the start as possible, which isn't always on the opposite side of the room, given the procedural nature of the maze generation.
Ah, that's the issue... yes, GMS2 currently has that hard limit, and I'll be honest and say that I'm a bit loath to mess with the code to work around it right now, as the 2.3.0 update is about to drop and it actually removed this limit completely from arrays. So, I'd prefer to wait a couple of weeks until that update comes out and then update the asset (as I'm sure the update will break something :( )... sorry if that's inconvenient for you, but I really would prefer not to spend days working on something that I'll probably need to re-do again anyway a few days later. Hope you understand and thanks for the purchase and reaching out!
I suspect not and I'd assume the crash is due to the sheer number of grid cells being generated... What room size and tile resolution are we working with here? If you could tell me how you're trying to set it up I can investigate and see what I can come up with... :)
Hi there! Could you explain more? This asset is one of my best sellers and I've yet to see anyone create a better one... I'm not saying it can't be done, as it probably can! I'd just like to be the one to do it... so if you think there is something that this asset is missing or does incorrectly I'd love to know so I can improve it. :)
Hi there! I'll be honest and say that I have no idea... I mean, the terrain will generate fine in a physics enabled world as it doesn't actually create instances and is all drawn using arrays... BUT, even though it will "work" it won't generate fixtures for collisions and things if you require them. You could probably do this yourself based on the density map or the polygon array, but it's not something I think would be easy to impliment. So, yeah, while the asset will work, I think converting it into any type of physical system would be very difficult. Thanks for the interest!