Bernie1400's Forum Posts

  • 7 posts
  • Lookin' great, the visual style is really original and good.

  • Bernie1400, it is definitely possible and a whole lot of fun check out my game for an example - this basically uses the walker method with a few little additions of my own.

    I keep threatening to write a tutorial cos I know a lot of people want to make roguelikes, but who knows whether I'll get round to it... I'd be happy to tell you a bit more about how I did it if you need any tips though, just PM me

    A tutorial would be awesome! Well I can't pm you yet, because my reputation isn't high enough yet...

  • Bernie1400

    I made the same version in Construct Classic complete with tutorial.

    I've remade the basic idea in Construct 2 for you to play with.

    Try it

    HERE

    EDIT**You'll need the latest Construct 2 beta to open the file

    This is great, thanks! Gotta download the beta version of C2 then.

  • Coding in C2 is no different from coding with programming languages, just think of events as skinned lines of code, thus it wouldn't be much hard implementing an algorithm online,

    Thanks a lot! I'll try to mess with some events in C2 Seems a little bit complicated though... I'll try.

  • noelberry.ca/2011/04/procedural-generation-the-caves

    Thanks!

    EDIT: That doesn't seem to tell me how to make it in construct 2...

  • It's definitely possible.

    I believe the method Nuclear Throne used is creating a couple 'walker' objects during generation that would move randomly through the level, carving out space. This meant that there would never be any inaccessible areas. There are a ton of other methods you could use too.

    Do you know if anyone has made a game using that "walker" -method in construct 2, so I could ask him how he did that?

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  • I'm making a roguelike-type of game similar to nuclear throne. Is it possible to make a system that generates areas like in nuclear throne? I have google -searched, but I didn't find anything useful...

  • 7 posts