Roguelike Game Maker
'A roguelike engine is not a playable game but rather an underlying structure that can power. It's not quite a fool-proof 'game maker', but it's never too late. News: Please support Temple of The Roguelike! And you can completely overhaul the game to make it not recognizable as most RPG Maker games are. I have access to Game Maker Studio and RPGMaker VX Ace. Ive followed some tutorials on both and made a basic game in each, and it was. RPG Maker VX Ace. All Discussions. Can you use RPG-M VX ACE to make a proper roguelike? The game would play like classic roguelikes.
• • • • Community ▼ • • • • • • • • • • • • Resources ▼ • • • • • • • • Other ▼ • • • • • • is software designed to make developing games easy and fun. It features a unique 'Drag-and-Drop' system which allows non-programmers to make simple games. Additionally, experienced coders can take advantage of its built in scripting language, 'GML' to design and create fully-featured, professional grade games. Content that does not follow the is subject to deletion, so please become familiar with them. Random generation!:D Its actually a lot of fun, but very difficult. Your not really going to find any good examples for GML, as most of the good ones are built in languages like c++, but that doesn't stop you from translating them. The first things you need to ask, are 'what kind of level do you want?'
And 'how will you handle the level?' As far as handling the level goes, I suggest a 2D array, or even the grid data structure. You may want to look into both of those. As im thinking about it, the grid will be easier to start with, as it provides a lot of good functions, but the 2d array will be a it more flexible I think. If you're just starting out, pick the grid. The easiest level to make would be a basic maze.
If you wanted to, you could also add rooms to that maze with just a few extra lines of code. If that is what you're intersted in, I could point you to some basic maze algorithms. Tupia Superior Manual. I would also be willing to talk you through understanding/translating them if you would like me to. There are other level generation algoritms, including room based or open world, but the code can become a bit more complex. They are still do able though, so you may want to check them out.
Here's a good website that you may want to look at: It doesn't really have much focus on code (although it does have some examples) but it provides a ery deep analysis of the concepts of rogue-likes. Read up as much as you can. Wow, thank you so much, I seem to get help from you every time I am on here. The grid sounds like a great place to start, and I would like to try the maze with rooms just to get my feet wet, if you could send me a link to those tutorials that would be amazing, and then I could figure out how to add in a room here and there. Someone suggested using rooms full of walls and deleting from that randomly with destroyer blocks, which also sounded good but I could not find any tutorials of that sort either. Hopefully, the game will be room based once I learn enough to do so.