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ProMaG 0.1a – My Procedural Map Generator

Posted by (twitter: @Rubikow)
Friday, August 14th, 2015 1:41 pm

Hey again!

Although I still have to write more documentation and although my tutorials aren’t ready yet, I want to share my gadget with you now. Sadly, I’m not in for this LD33 since I won’t have access to my desktop for 14 days. But hey! It would be fun if I found a LD33 game supported by my tool when I’m back. The Unity3d Project contains two Scenes. One that creates rather simple dungeons, and the other for a rather greenish fun worlds. If you’re a bit experienced in using Unity, you’ll find your way through my code very quickly (I guess).

So here it is:

hu

You can download it here:

www.scriptology.de/ProMaG.zip

 

Have fun and good luck for LD33.

 

Pat

Procedural Map Generator for LD33

Posted by (twitter: @Rubikow)
Friday, August 14th, 2015 5:48 am

ezgif.com-optimize

Hey!

I’m about to release my procedural map generator for Unity (for free) this evening. It just needs some more polishing.

So far you can generate pretty fancy maps and I hope you can use it to create a game or two.

See ya and good luck for LD33!

 

Patrick

green2green1green3

 

 

Posted by (twitter: @Rubikow)
Thursday, July 30th, 2015 6:14 am

Inspired by s previous entry I finally found a tool (Audacity), that is able to convert a MIDI file 1:1 into a MP3. Previous approaches resulted in strange sounds or missing instruments etc. Anyways…

Now I can share those teasers of my work with you:

 

 

 

Fluzzle on its way

Posted by (twitter: @Rubikow)
Wednesday, July 29th, 2015 11:39 am
Fluzzle

FLUZZLE

My little project is coming to the PlayStore (for free) this week and there are tons of stuff to add, yet. One thing: Background music.

 

Please help me!

 

What kind of music fits this game?

 

P.S.: If I won’t get some brilliant background music suggestion or idea until friday, I might have to “hum” the background music again, like here:

tetrs

TETR’S

Your very own 2h game contest!

Posted by (twitter: @Rubikow)
Wednesday, July 22nd, 2015 6:38 pm

Hey there!

After 9 hours at work I had to relax at home by coding SOMETHING! So I thought: “Hey you missed the Indie vs. Gamers Jam, so let’s do your very own!”. I decided challenge myself into a 2h game dev mini-jam. And here’s what unity helped me to do in that time:

http://scriptology.de/games/stapper/

 

Try it yourself! Challenge yourself!

Greetings!

 

Patrick

Procedural Maps

Posted by (twitter: @Rubikow)
Saturday, July 18th, 2015 9:15 am

Hola!

While playing Invisible Inc. I suddenly wanted to build procedural maps like the game does. So I wrote a small procedural map generator capable of doing some pretty cool stuff. At the moment It produces maps like these:

vaults talecraft hexo bunker proc5 proc4 proc1 prmap proc10 rnd1 proc9 proc7

The algorithm producing all of these maps is the same. Hovewer I programmed different “map-renders” to get different visual designs. As you can see it is capable of building simple rogue-like maps as well as more complex maps (like the valuts-and-caverns map you see or the hex-field landscapes). The main feature is: (other than using random maps … ) There is always a way from point A to point B!

You can generate some levels here:

 

“What does this algorithm do?”

Basically you feed my algo with sets of “rooms”. A “room” in Javascript looks like this:

[

[new JTile(1),new JTile(1),new JTile(1)],
[new JTile(1),new JTile(1),new JTile(1)],
[new JTile(1),new JTile(1),new JTile(1)],

]

This room looks like this:

simple

As you can see its a simple 3×3 room. JTile(1) in the code above means “JoinTile” (or more simple: a Tile) of type “1”. As you can see in the image my map-viever interprets a “1” as a field of a vault-room. If I change the center tile to 4:

[

[new JTile(1),new JTile(1),new JTile(1)],
[new JTile(1),new JTile(4),new JTile(1)],
[new JTile(1),new JTile(1),new JTile(1)],

]

It looks like this:

simple

As you can see, my map-viewer interprets a 4 as a field of dirt.

Now, here comes the main feature!

JoinPoints!

Lets change our room to this:

[

[new JTile(1),new JTile(1),new JTile(1)],
[new JTile(1,(1)),new JTile(4),new JTile(1)],
[new JTile(1),new JTile(1),new JTile(1,(1))],

]

See? I added a “,(1)” to the fields in the west, and south-east. Now lets generate 3 rooms instead of one and let’s have a look:

simple2 simple3

These are two of many possible combinations the generator may produce now. (Some parts of the rooms are hidden behind walls due to my map-viewer).

What happened?

By adding the “,(1)” I told the tile, that it may join with another tile of type 1 in any direction. You can read:

    new JTile(1,(1))

as: “I am a Tile of type 1 and I will join with other tiles of type 1 in any direction!”.

Using only this, we already have a powerfull tool here. Add some more rooms of different types and shapes and give them different “join-partners” such as: “A toilet room always joins with a corridor” or “a vault entry always joins with a cavern” and you can build maps like this:

vaults

I’m working on a detailed tutorial at the moment, so if nothing of the above makes sense to you, just be patient 😉

 

“How can I use it for my games?!?”

If you want to, just go to my website and copy some of the current code under development. I wrote the generator in javascript for web browsers and in c# as a library for unity. Once I have the import/export part done I will publish it for everyone to use. Stay tuned!

 

Greetings:

Prowler!

 

 

The unconventional weapon trader

Posted by (twitter: @Rubikow)
Sunday, April 19th, 2015 10:27 am

Hey Folks!

Since I only have about 3 hours of freetime this weekend I do not take part in this years Ludum :(

However, here’s my little one- hour-of-coding side-kick contribution to inspire all of you.

“The unconventional weapon trader”

http://www.scriptology.de/games/weapon/

 

Good luck to all of you!

Pat


Update

Awww, cmon!

I just submitted my “toy” and I hope it will bring a smile upon your face.

I’m prepared for harsh comments, but beware!

I got tons of unconventional weapons 😉

 

Cya!

 

Pat

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