I like the results you're getting with your current generator and I don't feel that there's any need for you to change it drastically. However, I'm going to suggest a different approach just because I enjoy these kinds of conversations.
First off, start with a 2D grid (like you have now).
Randomly pick a bunch of points on that grid and designate them as "nodes". Optionally, make sure they're a minimum distance from all of the other points. Then, decide how each one of those nodes connects with the others.
For each node, pick a random number (perhaps with a minimum and maximum value specified by the user). Grow each node by one pixel in a random spot on the border of the node that many times (so essentially, you're making the node into a randomly-shaped room that's that many pixels in size. When you do this, you can either allow nodes to merge naturally or specifically exclude growth that would cause one node to merge with another.
For each connection between nodes, check if you can draw a straight line between them without hitting a wall. If not, dig a straight line from one node to the other, varying the width of the line (along with right/left offset) until you get to it.
Note that this is just off the cuff, so I can't guarantee how well it would work in practice. However, in theory, the advantage of it would be that you would be able to specify how many "rooms" the cave has, along with the general shape of the cave. If you make the nodes big and the connection width small, you could have a bunch of large rooms with small interconnecting passages. If you keep the nodes small but numerous and allow for some more variation in the connection width, you could have a cave that's made up of randomly winding passages. You could also tweak the connection generation to favor caves with lots of dead ends or a web of passages.
It's interesting. In the preview image, it's hard to tell what it is, but then when you look at it in its original size, you can tell that it's a barrel. :)
All of the art here is royalty free and can be changed if you follow the terms of the license. Check which license the art is using, because some licenses place restrictions on using the art with DRM or require you to share you changes to the art under the same license.
If you have questions about a specific art license, I can try to answer them, although I'm not a lawyer.
Every painting program, for instance. Almost any modern program that can open an image can open a png. It's a very common format.
You linked some specific images in the forum. I'm asking to see those because I get the feeling from the comments there that you're trying to use sample images instead of actual tiles. It might help me walk you through the process if I know exactly what it is you're trying to open and how you want to use it.
I haven't used the program you're talking about (I'm assuming you mean Clickteam Fusion 2.5), but what I can tell you is that png is just an image file format, like gif or bmp. When you import them as a tileset, you'll have to tell the program what size the tiles are (16x16, 32x32, etc), and I don't know how to do that offhand because I've never used it before.
I actually went googling and found a thread on their forum from today (I'm assuming you're the person who posted it). This answer here looks promising:
"Add an active object to your frame. Double-click it to go to the animation editor. Press Ctrl+O or click the Folder icon to open an existing image. Select the tile map you want to use, click okay, and then in the Import Options screen that comes up, select Import animation and also Sprite sheet and then enter the size of the tiles."
I might be able to be more helpful if I knew what images you're trying to import, but I need a forum account to even view them. Can you attach them here?
As long as you're not deliberately unclear or misleading about your conditions, you're free to post this here. If people don't like your conditions, they're free to not take you up on them (or criticize them, for that matter, as long as they can do it without being needlessly rude).
I like the results you're getting with your current generator and I don't feel that there's any need for you to change it drastically. However, I'm going to suggest a different approach just because I enjoy these kinds of conversations.
Note that this is just off the cuff, so I can't guarantee how well it would work in practice. However, in theory, the advantage of it would be that you would be able to specify how many "rooms" the cave has, along with the general shape of the cave. If you make the nodes big and the connection width small, you could have a bunch of large rooms with small interconnecting passages. If you keep the nodes small but numerous and allow for some more variation in the connection width, you could have a cave that's made up of randomly winding passages. You could also tweak the connection generation to favor caves with lots of dead ends or a web of passages.
These are really nice, and I like the palette. Excellent work. :)
That's a pretty neat aesthetic. Nice work. :)
It's interesting. In the preview image, it's hard to tell what it is, but then when you look at it in its original size, you can tell that it's a barrel. :)
All of the art here is royalty free and can be changed if you follow the terms of the license. Check which license the art is using, because some licenses place restrictions on using the art with DRM or require you to share you changes to the art under the same license.
If you have questions about a specific art license, I can try to answer them, although I'm not a lawyer.
Yes.
Every painting program, for instance. Almost any modern program that can open an image can open a png. It's a very common format.
You linked some specific images in the forum. I'm asking to see those because I get the feeling from the comments there that you're trying to use sample images instead of actual tiles. It might help me walk you through the process if I know exactly what it is you're trying to open and how you want to use it.
I haven't used the program you're talking about (I'm assuming you mean Clickteam Fusion 2.5), but what I can tell you is that png is just an image file format, like gif or bmp. When you import them as a tileset, you'll have to tell the program what size the tiles are (16x16, 32x32, etc), and I don't know how to do that offhand because I've never used it before.
I actually went googling and found a thread on their forum from today (I'm assuming you're the person who posted it). This answer here looks promising:
"Add an active object to your frame. Double-click it to go to the animation editor. Press Ctrl+O or click the Folder icon to open an existing image. Select the tile map you want to use, click okay, and then in the Import Options screen that comes up, select Import animation and also Sprite sheet and then enter the size of the tiles."
I might be able to be more helpful if I knew what images you're trying to import, but I need a forum account to even view them. Can you attach them here?
@jalgames
As long as you're not deliberately unclear or misleading about your conditions, you're free to post this here. If people don't like your conditions, they're free to not take you up on them (or criticize them, for that matter, as long as they can do it without being needlessly rude).
I went ahead and unpublished this thread, so it shouldn't be visible to other people anymore.
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