![gamemaker studio 2 tilesets gamemaker studio 2 tilesets](https://gamefromscratch.com/wp-content/uploads/2020/07/pictureimage_thumb_3309.png)
For one, getting auto tiling to work requires a lot of setup. This is a big step forward, but there are still flaws. The auto tiling process in Game Maker… Would you wanna match the images on the left to the blank templates on the right? Didn’t think so. Take a look at this screenshot from a handcrafted test room: But to really make the rooms feel right, I need to style the ground using a concept known as auto tiling. It’s easy enough for me to create a few background assets for a Forest level and add them to each dynamically generated room. That’s yet another challenge with procedurally generated levels: Since the levels are created dynamically, their appearance needs to be too. That’s nice, but how the heck am I supposed to make it look nice?
![gamemaker studio 2 tilesets gamemaker studio 2 tilesets](https://i.ytimg.com/vi/3nTAK5NyZFU/hqdefault.jpg)
So I’ve got this fancy new algorithm that can generate levels.
#GAMEMAKER STUDIO 2 TILESETS SERIES#
I’ve already written about how I’ve been able to achieve this in my 3-part series about EHD’s procedural generation. But to make a machine spit out something that feels intentional and real, even slightly so, is no small feat. It makes sense- having a machine spit out a mass of random blocks certainly does sound easier. The typical argument is that procedurally generated levels take little thought or skill to design when compared to their lovingly handcrafted counterparts. Some gamers accuse roguelite developers of being lazy.