Level Generator Mappack

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WilliamFrog
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Joined: 21 Jul 2020, 20:10
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Post » 22 Mar 2021, 23:34

Level Generator (in a mappack)
Level Generator.gif
Level Generator.gif (7.7 MiB) Viewed 3433 times
I've been experimenting with a new cloning technique that allows me to clone things that weren't possible before, and one of those things is tile tools. With the new tile placing enemies, I decided to make a random level generator. It's in a mappack so you don't have to deal with the setup. The level generator works entirely using custom enemies, but the flagpole ending uses a few animations and a single custom tile too. It generates full ground theme levels, complete with enemies, bgos, terrain, and the goal. There are a few changable settings to modify the generation. They can be found in "start builder.json" and "builder choose.json" in enemies>Level generator. Changing these settings allows you to greatly modify the levels it creates, so I recommend you give it a try.

Made for AE V13c. This is a mappack, not a mod; the file must be unzipped, and its contents must be placed in a folder within your mappacks folder. It may then be selected from the mappacks menu in-game. Any minor problems you have will probably be random, but if there's a serious issue then please contact me about it.
level generator.zip
(61.95 KiB) Downloaded 333 times

UPDATE
It's nearing the first anniversary of the level generator mappack, and I decided to make a small update. There are a few bugfixes: bricks can now generate with two layers (they should've been able to before), clouds are a bit nicer, and I made some performance improvements concerning invalid enemies. I also added saving! If you go in the editor, right click the generator enemy (looks like a ground tile) and set it to "editor gateway", then it'll generate the level within the editor and you can save it. This is preconfigured in level 1-3, and 1-4 has an example of a saved level. It doesn't save the enemies, but that's ok.
level generator v2.zip
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Last edited by WilliamFrog on 20 Mar 2022, 07:02, edited 3 times in total.

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LeEpicPasta
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Post » 23 Mar 2021, 01:12

Alright, I gotta say, this is amazing! I can't wait to try these later!

BigBirdo
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Joined: 06 Jul 2019, 01:38

Post » 23 Mar 2021, 21:24

Whoa this seems crazy- thanks for making this! I can't wait to play it!

WilliamFrog
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Post » 20 Mar 2022, 06:58

I made a smallish update, check the first post for details

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GameMasterPDX
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Post » 05 May 2022, 05:50

I get this error when I try to use it

Error

enemy.lua:2527: attempt to index field 'quadgroup' (a nil value)


Traceback [13.0124]

main.lua:2930: in function '__index'
enemy.lua:2527: in function <enemy.lua:2415>
enemy.lua:2285: in function 'update'
game.lua:769: in function 'game_update'
main.lua:1106: in function 'update'
[C]: in function 'xpcall'
version: 13.0124

WilliamFrog
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Joined: 21 Jul 2020, 20:10
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Post » 05 May 2022, 17:06

(Problem has been resolved)

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SankeySMM2
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Post » 01 Dec 2022, 12:11

I don't mean to appear out of thin air but this is amazing!

Edit: I broke the game because of playing the course in "editor gateway". Now spawnpoints and everything have broke.

WilliamFrog
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Joined: 21 Jul 2020, 20:10
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Post » 03 Dec 2022, 08:45

If you save, you have to reset the level to its original state before running it again, otherwise it generates the new level on top of the old one. Ideally you'd use other levels in the mp for that

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