Glad to see some of you guys can make use of this :)
Looking back, it probably would have been a better idea to generate
it chunk by chunk, like maybe 64 tiles x-wise, instead of in powers of 2.
This would mean more flexibility, and possibly infinite terrain, x-wise.
I could probably pound that out if I had some spare time.
Although if you were going that route, I think perlin noise
would be better suited for you.
But a big problem is the array object. It only stores values in a
long int form(Right?), so 16 bytes per cell/index. So unless you have 4 million different tiles you need unique values for, it's too much memory taken for an application such as large level storage. I'd really like
a byte array, or the ability to choose the array format(?), that would
make storing large levels like say, Terraria's worlds, much more feasible.
Also, if you're creative, you can combine some examples here, and make
it generate caves too.