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Thread: endless runner random level generation

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    endless runner random level generation

    hi
    is it possible to randomly create multiple pre made levels in endless runner games. for eg: lets say i have created 100 levels i want to randomly pick the levels everytime i start the game . when i start over game again i ll start with completely random levels in endless mode. i know one can procedurally generate random objects but i think in pre made levels i have more control.thanks in advance. like the below game
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    Sure --

    You have a couple options

    Lots of work and bigger file size
    Each level is a frame and you jump over to that frame

    Lots of work but smaller file size
    Build a level editor type of system.
    You would then store your level data in an object (array, text, ini something like that)
    Read in the level you want the editor to build and then display it to the player.

    Nice thing about this is you could just update the saved levels and load them into the game.
    You could also expose the editor tools to the players and have them create levels.

    But building a level editor is an advanced useage -- There should be some examples around on the forums/clickstore I believe.

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module

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    You could go for something like procedurely random.

    Let's say your level generator chooses a number 1-10, then puts that piece on the board. Then it goes to the next piece, and does the same thing. This would limit your availability on tile variety, as all 10 tiles would need to connect in a way that is passable, no matter the combination. This is the way most game do it, and it makes it very hard to have the same levels (Although, if you change the random seed of the level, you can actually control what random level it generates, but no chance specify how it does it. Good for puzzle games)

    Now lets say that each of these pieces is a level chunk. I would build a list of pieces (10,1,3,5,6) and load that at level start, essentially controlling what chunks are displayed. This give you the speed of only having to setup a few objects (Good for the android exporter), but costs you some flexibility. Metroid and Zelda for the NES used a similar system if you want to look into it. You can feed the list that everything is generated off of with Random data, Preset data, or a combination of the two.

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    thanks very much jeff. jumping frames cause any time delay,loading screen or its instant transition which doesnt interrupt endless mode?

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    Oh yes I didn't think you meant the players would be endlessly playing all the levels.
    For some reason I thought endlessly thru one level. (But your game sounds funner then that )

    In this case I would do the level editor type of solution and build the levels as the user needs them.
    Its going to be a lot of work but interesting -- I am sure it can be done.

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    thanks shabadage

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    thanks again jeff

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