Hello, I'm interested in purchasing this great plugin, but I have a few questions. Perhaps I missed it while reading the tutorial, but is there an option to create larger maps, like a volcano or mines? I downloaded the free demo, and I'm not sure how to enlarge the generated maps. I would appreciate your response. Best regards! :)
Sorry for the late reply, I've been a bit busy the last days.
When using the snippet-based technique, then the width and the height of the generated map is defined in the chosen template. You can inspect and change them in Plugin Manager -> MK_RNGMaps_withSnippets -> Templates.
When using the snippetless technique, then there's nothing to do. The generated map will have the same sizes as the space map itself.
Alright, I'm so silly! :) I’ve more or less figured everything out now :) I’ll definitely buy the full version soon—it’s a fantastic plugin! I’m glad that people like you are motivated to create such amazing and, at the same time, complex plugins. There's nothing else to say but thank you. :) One more important question. I noticed that the TerraxLighting plugin doesn’t work during map generation. Does the full version support it? If not, is there any way to make it work? This is very important to me.
Can I use this to generate a map into the editor so I can edit it afterwards? Because, all I want is to be able to generate a full map as a form of foundation for editing rather than a map every time the player enters a region/map.
Enable Plugin and choose an action key in the plugin manager. Once you hit it during play time, the current map is stored to your disk. Refresh RPG Maker afterwards.
First of all -- 3.0 could not have come at a better time! I was elated to run into it right as I was starting up a project that used it. It's working great so far, and the improvements are spectacular! It being a free update is a very, very appreciated bonus. I only have one request / question. I understand that this might be difficult, due to how prevalent region IDs are in snippletless generation, but I was wondering if there was a way / could be a way to use region IDs as decoration if it's not a region ID used by the plugin? For example, you can use Details to place grass tiles automatically in a cave, I was wondering if you could do the same kind of thing with Regions. It seems to only paste tile data and doesn't maintain any region IDs (or events).
You can already paint with Region Tiles, so you can put Region tiles the same way as you put e.g. grass or water with the "draw details" function. The plugin should not treat Region Tiles other than floor or B tiles.
Would it be possible for there to be an algorithm in the future like the Mystery Dungeon games, where all four sides and corners of a wall are defined, with a single roof tile in the center?
Never mind, the cave one is actually pretty close to what I was thinking about. But there's an issue with that, which is that the cave one doesn't have dead ends like Imperfect Maze and Maze.
When you are using the snippet-based technique, you can adjust the change of "dead-end" removal in the plugin manager -> templates. Alternatively, when calling the generator, you can choose the template "classic maze".
When using the snippet-less technique, then go to plugin manager -> template -> *a template* -> when: cave, forest, ... and set "max number additional paths" to 0, that will also increase the chance of dead-ends.
I'm having problems with this working with visustella plugins in RPG Maker MZ, even after ordering them according to Tier or placing them all above or below your plugins I get an error saying Visustella Plugins are wrongly placed. I'm only using their free plugins and map camera zoom
I would like to work on a project with a few different people, but it says you have you’re not allowed to re-distribute the code does that mean each individual person would have to buy this or does a single license stand for a single project and everyone working on a project could use it for that project
Yeah, you can invite your friends to work on your game. There's no additional license required. Only if some of your friends want to use it in their own project they would need to buy it for their own needs.
i just bought your plugin and i have no idea how to install it. I've tried to move the stuff around into the projects plugin file but get nothing. Do you have a tutorial for this
Hi! Thanks for this wonderful plugin. I do have a question for you. I use this plugin to generate random villages. I then save the map seed in a variable, so that every time the player visits that village, it's the same map. I am using assets with variables and switches to change what types of trees and buildings spawn. This allows me to keep the same map layout but change what spawns, allowing the villages to "grow" around the player. However, I have noticed that sometimes when I change switches or variables to make certain assets spawn, it changes the map layout.
Is there a way to prevent the entire map from changing? It's still using the same map seed, but it changes the map layout when it needs to spawn certain assets. My guess would be that not every single snippet Tile has region IDs for every type of asset, and so the map layout gets regenerated to make sure it has the region IDs for those specific assets to be able to spawn.
If there is a way we can speak directly, I would be happy to send you game files or photos to show exactly what I mean. You can email me at sarcasticsloth42@gmail.com. Thanks.
Hello. When I try to generate a maze, the project says something along the lines of "make it easier for the plugin to find a spot", referring to spawning the player. How do I fix this issue?
The message you are talking about is hard-coded in the demo; it's all fine :)
Have you been able to install the full version? When my installer fails, it should redirect you to this page: Download and Import minimal RPG Maker Projects – Aerosys' Blog. This page assists you with the installation when you don't have the Steam version.
The "Addons Sample" that you find in your downloads shows some examples of how the player can walk back ;)
Hello I wanted to ask, I am working on project that may or may not end up being a commercial project, I would like to use this for it. Would I be able to use this plugin in a project like that? after payment and credit of course.
I am intrigued the idea and I have no problem paying for plugins. I tried the free demo a while ago and found it confusing. How hard is it to learn to use with the paid plugin?
In the last half year, I made many improvements that make things easier for you. E.g., most functions and parameters have been moved into the Plugin Manager, where you can use RPG Maker's UI to set up dungeons. I know that using these Plugins was a pain back in the beginning, but I think most things are much simpler than in the version from a half year ago.
I admit that the learning curve of this plugin is a bit steeper than other plugins, but on the other hand, I get a lot of positive feedback from people who accepted the challenge and tried out the multitude of provided functions.
To return to your original question: No, the free and full versions use the same Core Plugin. The full version contains a Plugin that acts as a key to unlock the free version.
I bought it. :) If I have any questions should I ask here, or is there a better way? Looking forward to trying it out and hopefully using it in some games!
The fasted way is to write on my Discord Server (link should be here or on my website) or an e-mail (mail@aerosys.blog).
Of course, I also reply to comments here on itch.io; however, itch.io usually waits several hours until it sends me an email notification or doesn't send any at all.
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.
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:
Set the Exit Mode to "none"
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.
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!
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!
Update: I did it, just turned the room chunks into corridors and it's done :) *The different floor tiles was just for me to identify the Different snippets combinations.
Hello Aerosys, I am planning on buying your plugin for the project I am working on. However I have a couple questions that I'd like to ask to know if I'm able to achieve with this plugin what I'm looking for.
I'm trying to create maps that have corridors that are only 1 tile wide, and rooms that are made of 1 tile only. Each room must have a specific event on it, and certain events may be scattered through corridors. For context, I am aiming to create a map like that of Darkest Dungeon, that can be navigated using mouse. (it's a simplified take on exploration so we can save on environment graphic creation) Here's a sample of how it's supposed to look (btw I would achieve the rooms looking bigger by just having a big event graphic, they'd still be 1 tile only):
Would this be doable?
The other question I have is, can this plugin be used on a game deployed for mobile? I know some plugins aren't compatible with mobile, so would like to confirm that.
Well, there's an algorithm "Rooms & Corridors" that looks a little bit like your screenshot. I'm a bit confused with "rooms that are made of 1 tile only". However, there's no algorithm to make something that looks exactly like your screenshot, I'm afraid.
There's a free version that enables all the algorithms so you can try them out for yourself. Only the deployment of your game and some add-ons are restricted to the full version.
Yes, it is platform-independent. If you encounter issues on Mobile, I'm here to assist you or give a refund in the unlikely case that it would not work.
Hey Aerosys, thank you for your response! Unfortunately as they are I'm not sure if they'll be able to achieve what I need. I will try doing some experimentation. Used to work around RPGMaker's limitations, so I'll try the same mindset here haha In terms of the rooms being 1 tile only, in my game the rooms will be simply 1 event that when interacted with spawns a battle or a cutscene, that is why they need to be 1 tile only. After that's done with, the player progresses to the next room. Is it possible to edit/create new algorithms? How hard do you think would be to make a change like this to one of the current algorithms?
Everything else is great news! To be honest even if it ends up not being a fit for the current game I'm working on, this is hands down the best plugin I've seen for Random maps, and I have a couple games planned that will require the types of maps exactly like the ones already provided on the plugin, so this will definitely be useful for me. You did an amazing job, congrats.
One last question, do you plan on improving the World Map algorithm? It looks great sometimes but the edges are all straight lines, which makes it look unnatural. Is this something that will be improved in the future? Maybe using a second noise pass applied to the edge area to cut out the edges could do the trick (just throwing it out there)
Well, I designed my code so that a developer could modify some (not all) algorithms and even add his own. The js file MK_RPGMaps_Algorithms.js is readable and hence editable.
However, I made the experience that most RPG Maker developers are overwhelmed by such power; hence I decided not to support this feature anymore officially. If you are interested, you can write me at m.kampermann@gmail.com, and I will check if I still have some documentation to share with you.
Yes, I think I will improve the Worldmap algorithm, as other people have already requested more improvements for this topic.
Hi Aerosys ; I've purchased your tool, and you've already been a great help on rpgmakerweb's forum :) A quick question though, what would be the best way to simulate an infinite dungeon ? with staircases in each floor leading to the next floor instead of common entrances, just like in Stardew Valley if you're familiar with :)
I felt like your Mystic Tower template is quite similar to my request, but i'd like to be able to regenerate the floor as the character takes the stairs, to prevent the game from managing to much floors and actually simulate the "infinite spelunking". The player wouldn't be able to go to the previous floor, but would be asked if they want to exit the dungeon.
I know it's quite specific but I thought it might help some people around !
The snippet-less plugin builds paths to the maps border instead of drawing an exit as a B layer object. When you use the snippets and want to have something similar, you can go into Plugin Manager -> a Template -> Exit Mode. You will need an Event with "parallel process" to check whether the player touches the map's end. You can check out the forest from my Addons Sample.
When you want staircases, I think you want to use the snippets and draw staircases, just as I did with the Mystic Tower.
Regards the "infinite dungeons": If you want to use the Meta Maze, you may use ridiculously high numbers for its size. Floors are NOT generated until the player reaches them.
However, as you would not allow the player to go back anyway, the easiest way would be not to use the Meta Maze and tell the Addons Plugin not to use seeding (there's a Plugin Command for that). Basically, do it the same way as I did with my "all Algorithms" Sample.
I'm glad you've answered; and so fast, you're very dedicated !
Oh, I get the difference between those now. But what I intend to reproduce is this :
Each floor is "standalone", as no connexion between them visually appears ! I couldn't found for "Exit mode" because I was looking for the "with snippets" plugin ! Found it now.
Oh I thought using a meta maze was mandatory ! So in order to enter a dungeon, the strict minimum is to call a comment event for the dungeon generation + place the player ?
Yup, the Meta Maze is optional. All you need to do is to transfer the player to a "Space Map" and use a Plugin Command to generate a map.
Looking at your draft, you really should check out how I did the sewers. Because, by default, the exits are put on the map's end, but the sewers Template puts them anywhere. You can copy-paste the sewers Template from my Sample right into your Game and give it any name you wish ;)
Hello. I've found an issue where the Special Assets (enemies and chests) don't spawn. At first, I thought this was only a problem with my project, but they don't seem to spawn in the demo project either.
Hello! When I downloaded the free version to test, I get this error message- this is even after moving the files from the zip file to it's own RPGMaker(MZ) project. Is there something I'm doing wrong? Because this file doesn't exist in the plugins for me.
Before I buy this great piece, I have a question to ask. Do I get to have the map in my MZ, so I can do some editing and decorating, and save the map for later use?
I'm very bad at creating maps. This plugin looks much more powerful than MZ's dungeon generator, so I hope it can help me to generate better maps.
Yes, but please read further. I created a separate plugin to export generated maps, but it's not been released yet on itch. However, you can grab it from my Discord (link is on my site aerosys.blog) or write me a mail (mail@aerosys.blog) and I can give it to you sooner.
The Map Export feature is going to be free and not paywalled.
Hmmm... above some pictures you have written ''MZ only'', so I assumed there are some functions for MZ only... if not, I'll most probably be buying your product soon.
Well, Plugin Commands are a feature that came with MZ to make Plugins more user-friendly. However, Plugin Commands are just convenient functions, not a gameplay feature. I think this blog post describes how Plugin Commands work https://www.rpgmakerweb.com/blog/using-plugins-in-mz
So the answer is, my Plugin provides the same features for MV and MZ, but the way you call them differ. Why don't you try out my free trial first? ;)
I use many plugins with plugin commands in my MV project, so I'm not sure what you mean... but if plugin commands for your plugin don't work in MV, does that mean I will be using script calls in paralel events?
Ah yes, I did a mistake. MV has Plugin Commands, too, but in MV they are just one-liners. My Plugin doesn't support them, instead, you are right, you use JS script calls. But you know, doing a Plugin Command or a Script Call doesn't make a big difference. On my website, in the tutorials, and in my free demo, I show a lot of script calls that you can safely copy-paste and you're done!
I already own 1.6.? so I dont know. I recommend you to try out with my free Demo and if something goes wrong, don't hesitate to tell me! Or you just upgrade your Maker and Project version.
I downloaded the demo, added all the files to a brand new project. I am able to launch playtest but every time I enter one of the small "rooms", I get errors like
It could be, yes. When the game crashes, please press F12, go into "console" and make a screenshot of the whole window. I really want to see what goes wrong, I'm sure this problem is solvable.
I think it's more efficient when we write on Discord (see above) or mail (mail@aerosys.blog)
Really cool. I saw that this works with MV3D. But can I use this with models .obj and generate auto region restrictions to can't cross them?
One more thing, I have in mind the next idea: Create a beautiful forest in 3D whoch use models .obj, tileset, etc. And at some point the forests stop, for example, I leave the City 1 (created by me) and right now I am on the procedural forest, when I achieve the third forest generated the next Teleport will send me automatically to the city 2. I attached 2 images, 1º the forest that I am looking for in terms of possibilities with this procedural system, is not like the Dungeons (5x5 blocks) the areas are open and way bigger. 2º The idea of maps generation. Keep it up! This is amazing!
As far as I tested it, it is compatible with MV3D. If you find any issues, let me know to fix them. The compatibility with MV3D is a decent selling point, so I always ensure it works fine.
Yes, everything you describe is already supported by my Plugin. You can try out my Sample Snow Forest directly in your Browser here: Play Online – Aerosys' Blog. It contains 3 random Maps, and then the Player is transferred to the next Area.
Don't forget there's a free demo in which you can try out almost every feature to check if it fits your needs!
Instead of a maze, could this be used in dungeon situation? Say I create 90 possible floor layouts each with their own puzzles, tilesets, and mob types. Can I make a dungeon using this plugin, that would randomly select 25 of those 90 floors, put them in a random order, so while I descend the tower, it feels random and different each time I play?
Then to make things more fun, do you think I can set a floor buff that increases all enemy stats by 5% times the number of floor you are on?
Also, can I make it so the 25th floor always leads to a random boss room?
Im asking a lot, I know. Im just trying to understand how specific this plugin can help me.
As the free version contains about 90% of all the features, I recommend you just try it out ;)
When using this Plugin, you make Plugin Commands or JS calls to generate a maze, so out of the box, you can build whatever you want! I see you want to build a Rogue-like Game?
There's no limitation on the number of levels or floors. So with some eventing and variables, you can build a tower, that transfers you into a randomly-chosen type of dungeon floor, e.g. rock cave, ice cave, etc. I usually use a Variable "Progression" here that I increment every time the Player finds the exit, so given your question, you can transfer the Player to a Boss Room once the Variable reaches 25.
Raising the enemies' stats sounds like a cool idea! You will need another Plugin to do so, that will read in the Progression Variable, unfortunately, I don't know if such a Plugin exists.
So all in all, this Plugin generates Maps. Purchasing the Full Version gives you access to a seedable RNG, however, anything else, whether you want to have your game rogue-like, rogue-lite, persisted maps, etc. is up to you.
Not exactly a roguelike, I just would like to have a rogue-like tower built in a "Lost City." My idea was that my protagonist and his party would eventually take over the town as a recruitment base of operations. And through the game you'd recruit members ala- suikoden to restore the town, and periodically delve in the for various reasons. Would also serve as a way to test your party before deciding on your team to continue the story. (Also figured I could put hidden super bosses in it too)
Well, I don't see any obstacles in your plan with regard to my plugin :) You will need some eventing and a few variables, but yeah, that's definitely doable!
Yes absolutely, it's up to you! Actually, in the Free Version, there's no other way than to randomize every time.
This Plugin originally does not pre-generate dungeons on Game Start, but every time you enter it. By purchasing the Full Version, you can use a seedable RNG to make your game feel like dungeons are generated on Game Start.
Hi Aerosys, I want to use your plugins for my project but I have the following question: In my game you can enter a dungeon that has for example 6 Floors. Each floor is one map. Inside the dungeon the floors inside the dungeon should all be random generated but should stay the same and loot chest should stay opened. When exiting the complete dungeon (back to the overworld) it should reset everything, then if i go back to the cave every floor is newly generated and all chest have new loot. you should also be freely able to walk in between the floors.
I'm already developing a "save Self-Switches" function that allows you to save the state of loot chests and to reset them on command, because using a seedable RNG looses its power as useful gameplay feature when Players can exploit loot chests by going backward and forward. I plan to release this feature within the next 2 weeks, 4 weeks at the latest.
You can feed the RNG with any variable, so yes, you can safe your seed until the Player is inside the dungeon and as soon as he leaves and re-enters it, you choose a different seed. You can set the RNG's seed anytime.
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Hello, I'm interested in purchasing this great plugin, but I have a few questions. Perhaps I missed it while reading the tutorial, but is there an option to create larger maps, like a volcano or mines? I downloaded the free demo, and I'm not sure how to enlarge the generated maps. I would appreciate your response. Best regards! :)
Hi Dzonsi,
Sorry for the late reply, I've been a bit busy the last days.
When using the snippet-based technique, then the width and the height of the generated map is defined in the chosen template. You can inspect and change them in Plugin Manager -> MK_RNGMaps_withSnippets -> Templates.
When using the snippetless technique, then there's nothing to do. The generated map will have the same sizes as the space map itself.
Alright, I'm so silly! :) I’ve more or less figured everything out now :) I’ll definitely buy the full version soon—it’s a fantastic plugin! I’m glad that people like you are motivated to create such amazing and, at the same time, complex plugins. There's nothing else to say but thank you. :) One more important question. I noticed that the TerraxLighting plugin doesn’t work during map generation. Does the full version support it? If not, is there any way to make it work? This is very important to me.
Can I use this to generate a map into the editor so I can edit it afterwards? Because, all I want is to be able to generate a full map as a form of foundation for editing rather than a map every time the player enters a region/map.
There's a bonus plugin called MapExport that does exactly what you describe :)
YES! o7
Do you have a tutorial for that? (MapExport)
Enable Plugin and choose an action key in the plugin manager. Once you hit it during play time, the current map is stored to your disk. Refresh RPG Maker afterwards.
First of all -- 3.0 could not have come at a better time! I was elated to run into it right as I was starting up a project that used it. It's working great so far, and the improvements are spectacular! It being a free update is a very, very appreciated bonus.
I only have one request / question. I understand that this might be difficult, due to how prevalent region IDs are in snippletless generation, but I was wondering if there was a way / could be a way to use region IDs as decoration if it's not a region ID used by the plugin? For example, you can use Details to place grass tiles automatically in a cave, I was wondering if you could do the same kind of thing with Regions. It seems to only paste tile data and doesn't maintain any region IDs (or events).
Hi Grimurex,
Thanks for your feedback!
You can already paint with Region Tiles, so you can put Region tiles the same way as you put e.g. grass or water with the "draw details" function. The plugin should not treat Region Tiles other than floor or B tiles.
Would it be possible for there to be an algorithm in the future like the Mystery Dungeon games, where all four sides and corners of a wall are defined, with a single roof tile in the center?
Hi Shroominteractive,
Can you share a screenshot or a draft with me so I can picture it better for myself?
Never mind, the cave one is actually pretty close to what I was thinking about. But there's an issue with that, which is that the cave one doesn't have dead ends like Imperfect Maze and Maze.
When you are using the snippet-based technique, you can adjust the change of "dead-end" removal in the plugin manager -> templates. Alternatively, when calling the generator, you can choose the template "classic maze".
When using the snippet-less technique, then go to plugin manager -> template -> *a template* -> when: cave, forest, ... and set "max number additional paths" to 0, that will also increase the chance of dead-ends.
But the issue is, i don't think either Maze has the large rooms, which are important to me.
I suggest to provide some screenshots or drafts to me, either here, via mail (mail@aerosys.blog), or Discord (.aerosys)
Everytime I try to go to your blog page it says that the page can't be reached. Is this plugin no longer in development?
The blog is still online and this project is still alive, maybe the site was down for a scheduled maintenance.
I'm having problems with this working with visustella plugins in RPG Maker MZ, even after ordering them according to Tier or placing them all above or below your plugins I get an error saying Visustella Plugins are wrongly placed. I'm only using their free plugins and map camera zoom
Have you ordered them like this: VS 1, 2, ... MK 1, 2, ... ?
I also use VS in my own game project so it will eventually work.
Oh, I get it now, yeah it works now, thanks . so All VS plugs just go under yours? Thank you-
I would like to work on a project with a few different people, but it says you have you’re not allowed to re-distribute the code does that mean each individual person would have to buy this or does a single license stand for a single project and everyone working on a project could use it for that project
Hi louismorel,
Yeah, you can invite your friends to work on your game. There's no additional license required. Only if some of your friends want to use it in their own project they would need to buy it for their own needs.
i just bought your plugin and i have no idea how to install it. I've tried to move the stuff around into the projects plugin file but get nothing. Do you have a tutorial for this
The download comes with 1 or 2 install.bat files that you can double-click. If they do not work, go here: Download and Import minimal RPG Maker Projects – Aerosys' Blog
Hi! Thanks for this wonderful plugin. I do have a question for you. I use this plugin to generate random villages. I then save the map seed in a variable, so that every time the player visits that village, it's the same map. I am using assets with variables and switches to change what types of trees and buildings spawn. This allows me to keep the same map layout but change what spawns, allowing the villages to "grow" around the player. However, I have noticed that sometimes when I change switches or variables to make certain assets spawn, it changes the map layout.
Is there a way to prevent the entire map from changing? It's still using the same map seed, but it changes the map layout when it needs to spawn certain assets. My guess would be that not every single snippet Tile has region IDs for every type of asset, and so the map layout gets regenerated to make sure it has the region IDs for those specific assets to be able to spawn.
If there is a way we can speak directly, I would be happy to send you game files or photos to show exactly what I mean. You can email me at sarcasticsloth42@gmail.com. Thanks.
Hi SarcasticSloth,
please expect a mail from mail@aerosys.blog soon. I will need some time to cover everything.
Wonderful, thank you!
Hello. When I try to generate a maze, the project says something along the lines of "make it easier for the plugin to find a spot", referring to spawning the player. How do I fix this issue?
Hi RockbandHyena,
When using the Snippets, then make sure that:
Let me know if you are using the snippet-less approach and you still see this message; that may be an error in my code.
Hi ButterflyBabe,
The message you are talking about is hard-coded in the demo; it's all fine :)
Have you been able to install the full version? When my installer fails, it should redirect you to this page: Download and Import minimal RPG Maker Projects – Aerosys' Blog. This page assists you with the installation when you don't have the Steam version.
The "Addons Sample" that you find in your downloads shows some examples of how the player can walk back ;)
Let me know if you need further help!
Best regards
Aerosys
Hi, does this work with tiles that are from asset packs (none official ones like clockwork raven, mega tiles, super retro world, etc.)?
Hi Sorrowofwind,
The Plugins' codes do not depend on the used Tileset so they should work with any of them.
By the way, there's a free trial of this product; you can quickly try it out if it suits your needs!
Hello I wanted to ask, I am working on project that may or may not end up being a commercial project, I would like to use this for it. Would I be able to use this plugin in a project like that? after payment and credit of course.
Yes, with purchasing, you are automatically allowed to use this Plugin in commercial projects.
Thank you, if I have any questions about an issue I run into, would it be alright to ask my question here?
Yes, of course!
Would it be alright to use this in a commercial game if we give credit to you for the plugin?
Yes!
Heya! Quick question: Does your plugin work with MZ's alternate tileset sizes (16x16, 24x24 and 32x32)?
Yes, of course!
You saved me and inspired me, because I have always had a scene design anxiety.
Your free plugin made me realize that scene design only requires three steps.
1. Set rules
2. Random generation
3. Confirm if it is suitable and repeat the previous step.
I suddenly realized that this mode can introduce programmatic generation of 3D clothing models.
You have basically completely finished designing 2D map scenes, but I hope you can also create this tool for layer materials like PVGAMES.
This is just hope, I don't want to be treated as a moral kidnapping
Sorry for my late reply; Itch hasn't emailed me about your post.
Can you elaborate a little more about this 3D stuff and PVGAMES?
Please ignore my comments about 3D, it is not related to the theme.
PVGames is a game asset creator. They use 3D pre rendering to produce 2D frames.
So essentially they are still 2D assets, but unlike tiles, they can only create maps with stacked layers.
The challenge to map design inspiration during the production process is enormous.
I hope to solve all of this through 'Procedural content generation'.
I am intrigued the idea and I have no problem paying for plugins. I tried the free demo a while ago and found it confusing. How hard is it to learn to use with the paid plugin?
Hi HitherYon Games,
Thanks for your interest!
In the last half year, I made many improvements that make things easier for you. E.g., most functions and parameters have been moved into the Plugin Manager, where you can use RPG Maker's UI to set up dungeons. I know that using these Plugins was a pain back in the beginning, but I think most things are much simpler than in the version from a half year ago.
I admit that the learning curve of this plugin is a bit steeper than other plugins, but on the other hand, I get a lot of positive feedback from people who accepted the challenge and tried out the multitude of provided functions.
To return to your original question: No, the free and full versions use the same Core Plugin. The full version contains a Plugin that acts as a key to unlock the free version.
Is there a tutorial document included? Just how to make a basic random map?
Yes, you find all tutorials here: Aerosys' Blog – Random Map Generation in RPG Maker MV & MZ
I bought it. :) If I have any questions should I ask here, or is there a better way? Looking forward to trying it out and hopefully using it in some games!
Thanks for your support!
The fasted way is to write on my Discord Server (link should be here or on my website) or an e-mail (mail@aerosys.blog).
Of course, I also reply to comments here on itch.io; however, itch.io usually waits several hours until it sends me an email notification or doesn't send any at all.
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:
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!
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!
Update: I did it, just turned the room chunks into corridors and it's done :)
*The different floor tiles was just for me to identify the Different snippets combinations.
I'm going to purchase it soon :)
Wow, this is really creative! I haven't thought this far. Nice to see I made someone happy! :)
Hello Aerosys, I am planning on buying your plugin for the project I am working on. However I have a couple questions that I'd like to ask to know if I'm able to achieve with this plugin what I'm looking for.
I'm trying to create maps that have corridors that are only 1 tile wide, and rooms that are made of 1 tile only. Each room must have a specific event on it, and certain events may be scattered through corridors.
For context, I am aiming to create a map like that of Darkest Dungeon, that can be navigated using mouse. (it's a simplified take on exploration so we can save on environment graphic creation)
Here's a sample of how it's supposed to look (btw I would achieve the rooms looking bigger by just having a big event graphic, they'd still be 1 tile only):
Would this be doable?
The other question I have is, can this plugin be used on a game deployed for mobile? I know some plugins aren't compatible with mobile, so would like to confirm that.
I hope to hear from you,
Thank you!
Hi Creative Ed,
thanks for your interest!
Well, there's an algorithm "Rooms & Corridors" that looks a little bit like your screenshot. I'm a bit confused with "rooms that are made of 1 tile only". However, there's no algorithm to make something that looks exactly like your screenshot, I'm afraid.
There's a free version that enables all the algorithms so you can try them out for yourself. Only the deployment of your game and some add-ons are restricted to the full version.
Yes, it is platform-independent. If you encounter issues on Mobile, I'm here to assist you or give a refund in the unlikely case that it would not work.
Best regards
Aerosys
Hey Aerosys, thank you for your response!
Unfortunately as they are I'm not sure if they'll be able to achieve what I need. I will try doing some experimentation. Used to work around RPGMaker's limitations, so I'll try the same mindset here haha
In terms of the rooms being 1 tile only, in my game the rooms will be simply 1 event that when interacted with spawns a battle or a cutscene, that is why they need to be 1 tile only. After that's done with, the player progresses to the next room.
Is it possible to edit/create new algorithms? How hard do you think would be to make a change like this to one of the current algorithms?
Everything else is great news!
To be honest even if it ends up not being a fit for the current game I'm working on, this is hands down the best plugin I've seen for Random maps, and I have a couple games planned that will require the types of maps exactly like the ones already provided on the plugin, so this will definitely be useful for me. You did an amazing job, congrats.
One last question, do you plan on improving the World Map algorithm? It looks great sometimes but the edges are all straight lines, which makes it look unnatural. Is this something that will be improved in the future?
Maybe using a second noise pass applied to the edge area to cut out the edges could do the trick (just throwing it out there)
Cheers!
Well, I designed my code so that a developer could modify some (not all) algorithms and even add his own. The js file MK_RPGMaps_Algorithms.js is readable and hence editable.
However, I made the experience that most RPG Maker developers are overwhelmed by such power; hence I decided not to support this feature anymore officially. If you are interested, you can write me at m.kampermann@gmail.com, and I will check if I still have some documentation to share with you.
Yes, I think I will improve the Worldmap algorithm, as other people have already requested more improvements for this topic.
Thank you for your great feedback! :)
Hi Aerosys ; I've purchased your tool, and you've already been a great help on rpgmakerweb's forum :)
A quick question though, what would be the best way to simulate an infinite dungeon ? with staircases in each floor leading to the next floor instead of common entrances, just like in Stardew Valley if you're familiar with :)
I felt like your Mystic Tower template is quite similar to my request, but i'd like to be able to regenerate the floor as the character takes the stairs, to prevent the game from managing to much floors and actually simulate the "infinite spelunking". The player wouldn't be able to go to the previous floor, but would be asked if they want to exit the dungeon.
I know it's quite specific but I thought it might help some people around !
thanks a lot ! You rock !
Hi Olahm,
thanks for your nice message!
So I see 2 questions:
I hope this helps. Let me know if you are stuck.
I'm glad you've answered; and so fast, you're very dedicated !
Each floor is "standalone", as no connexion between them visually appears !
I couldn't found for "Exit mode" because I was looking for the "with snippets" plugin ! Found it now.
It did help, thanks for your time !
Hi Olahm,
sorry, Itch hasn't sent me a mail notification.
Yup, the Meta Maze is optional. All you need to do is to transfer the player to a "Space Map" and use a Plugin Command to generate a map.
Looking at your draft, you really should check out how I did the sewers. Because, by default, the exits are put on the map's end, but the sewers Template puts them anywhere. You can copy-paste the sewers Template from my Sample right into your Game and give it any name you wish ;)
Hello. I've found an issue where the Special Assets (enemies and chests) don't spawn. At first, I thought this was only a problem with my project, but they don't seem to spawn in the demo project either.
Thanks for the report, gonna fix it!
Hello! When I downloaded the free version to test, I get this error message- this is even after moving the files from the zip file to it's own RPGMaker(MZ) project. Is there something I'm doing wrong? Because this file doesn't exist in the plugins for me.
Whoops, my bad, sorry.
Fixed it for you ;)
Before I buy this great piece, I have a question to ask. Do I get to have the map in my MZ, so I can do some editing and decorating, and save the map for later use?
I'm very bad at creating maps. This plugin looks much more powerful than MZ's dungeon generator, so I hope it can help me to generate better maps.
Yes, but please read further. I created a separate plugin to export generated maps, but it's not been released yet on itch. However, you can grab it from my Discord (link is on my site aerosys.blog) or write me a mail (mail@aerosys.blog) and I can give it to you sooner.
The Map Export feature is going to be free and not paywalled.
is this really the ONLY plugin like this for MZ?
Sorry, I got no mail notification about your comment.
I only know about Biter Maps, which is discontinued and was written for MV but may still work in MZ as the relevant code bases are quite similar.
Are there some limitations when using in MV? Or is the MV and MZ functionality the same?
Code is the same for MV and MZ :)
Hmmm... above some pictures you have written ''MZ only'', so I assumed there are some functions for MZ only... if not, I'll most probably be buying your product soon.
Well, Plugin Commands are a feature that came with MZ to make Plugins more user-friendly. However, Plugin Commands are just convenient functions, not a gameplay feature. I think this blog post describes how Plugin Commands work https://www.rpgmakerweb.com/blog/using-plugins-in-mz
So the answer is, my Plugin provides the same features for MV and MZ, but the way you call them differ. Why don't you try out my free trial first? ;)
I use many plugins with plugin commands in my MV project, so I'm not sure what you mean... but if plugin commands for your plugin don't work in MV, does that mean I will be using script calls in paralel events?
Ah yes, I did a mistake. MV has Plugin Commands, too, but in MV they are just one-liners. My Plugin doesn't support them, instead, you are right, you use JS script calls. But you know, doing a Plugin Command or a Script Call doesn't make a big difference. On my website, in the tutorials, and in my free demo, I show a lot of script calls that you can safely copy-paste and you're done!
Wow, this is pretty cool. I am using MV version 1.5.2, is this compatible?
Thanks
thanks for your message!
I already own 1.6.? so I dont know. I recommend you to try out with my free Demo and if something goes wrong, don't hesitate to tell me! Or you just upgrade your Maker and Project version.
I'm back!
I downloaded the demo, added all the files to a brand new project. I am able to launch playtest but every time I enter one of the small "rooms", I get errors like
$dungeonGenerator is not defined
$noiseMapGenerator is not defined
Is it because I'm on 1.5.2? Thanks
It could be, yes. When the game crashes, please press F12, go into "console" and make a screenshot of the whole window. I really want to see what goes wrong, I'm sure this problem is solvable.
I think it's more efficient when we write on Discord (see above) or mail (mail@aerosys.blog)
Okay, I'll keep you posted. In the meantime, I'm trying it on MZ and it's awesome! I'll definitely buy it!
Thank you for your praise and support! :)
Amazing! Thank you!!
Thank YOU for supporting me!
wow, this is exactly what i was hoping to find! but i do have one question - would it work in VX ace?
Thanks for your message :)
I'm sorry but MV / MZ Plugins never work in VX Ace, that is because MV / MZ uses Javascript and Ace uses Ruby. However, you may like this Script for VX Ace: Kai Monkey's Random Dungeons! -- Now with Version Two! | RPG Maker Forums (rpgmakerweb.com)
OOOOH this is useful - thank you for the link!
Really cool. I saw that this works with MV3D. But can I use this with models .obj and generate auto region restrictions to can't cross them?
One more thing, I have in mind the next idea: Create a beautiful forest in 3D whoch use models .obj, tileset, etc. And at some point the forests stop, for example, I leave the City 1 (created by me) and right now I am on the procedural forest, when I achieve the third forest generated the next Teleport will send me automatically to the city 2. I attached 2 images, 1º the forest that I am looking for in terms of possibilities with this procedural system, is not like the Dungeons (5x5 blocks) the areas are open and way bigger. 2º The idea of maps generation. Keep it up! This is amazing!
Hey, thanks for your message!
As far as I tested it, it is compatible with MV3D. If you find any issues, let me know to fix them. The compatibility with MV3D is a decent selling point, so I always ensure it works fine.
Yes, everything you describe is already supported by my Plugin. You can try out my Sample Snow Forest directly in your Browser here: Play Online – Aerosys' Blog. It contains 3 random Maps, and then the Player is transferred to the next Area.
Don't forget there's a free demo in which you can try out almost every feature to check if it fits your needs!
so i do exactly as your tutorial says but it till says error Sippets map not found what am i doing wrong
Thanks for your message.
Hmm, so far it looks good. Can you show me your Event that transfers the Player to the Space Map and calls the Generator?
If you have any other Plugins active, you can try to switch them off to see any incompatibility towards other Plugins.
Now i see the problem i wasnt transferring the player before calling the generator.
Nice to hear it works now :)
Instead of a maze, could this be used in dungeon situation? Say I create 90 possible floor layouts each with their own puzzles, tilesets, and mob types. Can I make a dungeon using this plugin, that would randomly select 25 of those 90 floors, put them in a random order, so while I descend the tower, it feels random and different each time I play?
Then to make things more fun, do you think I can set a floor buff that increases all enemy stats by 5% times the number of floor you are on?
Also, can I make it so the 25th floor always leads to a random boss room?
Im asking a lot, I know. Im just trying to understand how specific this plugin can help me.
As the free version contains about 90% of all the features, I recommend you just try it out ;)
When using this Plugin, you make Plugin Commands or JS calls to generate a maze, so out of the box, you can build whatever you want! I see you want to build a Rogue-like Game?
There's no limitation on the number of levels or floors. So with some eventing and variables, you can build a tower, that transfers you into a randomly-chosen type of dungeon floor, e.g. rock cave, ice cave, etc. I usually use a Variable "Progression" here that I increment every time the Player finds the exit, so given your question, you can transfer the Player to a Boss Room once the Variable reaches 25.
Raising the enemies' stats sounds like a cool idea! You will need another Plugin to do so, that will read in the Progression Variable, unfortunately, I don't know if such a Plugin exists.
So all in all, this Plugin generates Maps. Purchasing the Full Version gives you access to a seedable RNG, however, anything else, whether you want to have your game rogue-like, rogue-lite, persisted maps, etc. is up to you.
Not exactly a roguelike, I just would like to have a rogue-like tower built in a "Lost City." My idea was that my protagonist and his party would eventually take over the town as a recruitment base of operations. And through the game you'd recruit members ala- suikoden to restore the town, and periodically delve in the for various reasons. Would also serve as a way to test your party before deciding on your team to continue the story. (Also figured I could put hidden super bosses in it too)
Well, I don't see any obstacles in your plan with regard to my plugin :) You will need some eventing and a few variables, but yeah, that's definitely doable!
Can you generate dungeon floors everytime a dungeon is entered rather than at the start of a game?
Yes absolutely, it's up to you! Actually, in the Free Version, there's no other way than to randomize every time.
This Plugin originally does not pre-generate dungeons on Game Start, but every time you enter it. By purchasing the Full Version, you can use a seedable RNG to make your game feel like dungeons are generated on Game Start.
Hi Aerosys, I want to use your plugins for my project but I have the following question:
In my game you can enter a dungeon that has for example 6 Floors.
Each floor is one map. Inside the dungeon the floors inside the dungeon should all be random generated but should stay the same and loot chest should stay opened. When exiting the complete dungeon (back to the overworld) it should reset everything, then if i go back to the cave every floor is newly generated and all chest have new loot. you should also be freely able to walk in between the floors.
Hi Intervention,
I'm already developing a "save Self-Switches" function that allows you to save the state of loot chests and to reset them on command, because using a seedable RNG looses its power as useful gameplay feature when Players can exploit loot chests by going backward and forward. I plan to release this feature within the next 2 weeks, 4 weeks at the latest.
Alright, thanks for the answer, so dungeons can also stay the same and be randomized at command later right?
You can feed the RNG with any variable, so yes, you can safe your seed until the Player is inside the dungeon and as soon as he leaves and re-enters it, you choose a different seed. You can set the RNG's seed anytime.
I love the idea!!! But is it for MV, MZ or maybe both?
It is for both :)
Thank you for a quick answer.