Like, a mechanism to go backwards through the maze to see if it’s possible.
When your system reaches a dead end, how does it go back to the next square with an unvisited path?
I’m kinda happy that like the first couple of topics are theorys
Wait which one?
Now I’m really confused.
Lol me too ![]()
@Toothless help?
Sorry, let me break it down. Basically, during the maze generation, you might reach a point where you are surrounded by visited cells, the backtracking system basically takes you back on your path, until you reach a square with a cell that isn’t visited, that way you can continue with the generation.
This is Inky’s MUCH more efficient backtracking system.
o7 EPI.
Alright, in that case my maze doesn’t have backtracking at all.
…
Is that a problem? Because I’m not tracking if cells are visited or not, just making a path.
What is your system?
Umm, it’s kinda complicated but basically my system is a pathmaker. It starts at the entrance and hides walls, moving to the next cell and moving another one there. However, it can “remove” the wall behind it, or one that’s not already there, making things like cubbies happen. It repeats this process until it reaches the exit.
You’re using pathfinding, which will also work, but backtracking is a lot to code, but it’s very efficient and will work EVERY time.
Inky and Slim have done backtracking…
Slim gave me a sneak peak of their randomly generated maze guide… they said it’s coming out soon, that might help you.
But check out the video or Inky’s post on backtracking. It’s confusing, but treat it LIKE it’s GKC.
Trust, mine will work everytime once I’ve figured out all of the bugs.
Good for them. I have limited memory (doing this in monopoly map) so I’m trying to make it with only one property.
Ehh, I’ll use my own system (might even make my own guide one day, of course credit to all of y’all).
Might after I’m done to see how I could have done things easier.
Oh wait hold on I just realized what I was doing won’t work. Could y’all help me answer this question:
How would I get 1 & 10 to return as 1, and -1 and -10 to return as -1? I have EXTREMELY limited block space, like, maybe 2 or 3 blocks.
Nevermind, I realized I can put them to the power of 0. Hope I have enough space.
How much code are we talking about? Mine only requires 20-30 blocks.
Could you by chance tell me the post # that you described your system? I just wanna look at it.
Oh also I’m not finished I had some unexpected stuff I had to do.
Post 92 for explanation and 96 for the picture I think.
Alright y’all after staring at this for about an hour I need y’all’s help. I need to fit in one more block (hence the hole) but can’t seem to find anywhere else to condense these blocks…
help?
As you can see I’ve used a bit of variables to help, but it still needs to be shorter! Also ignore that I’m breaking my own rule, it works in this situation.
HELP!
Well, it’s absolutely RANDOM without taking any factors into account.
I didn’t code one of these myself, but I have a good understanding of maze generation, so I may be wrong, I don’t really have time to test, but here’s what you do WITHOUT complicated backtracking:
Make a variable for your most recent actions (moving in a direction) then, have a channel to open block code for a random number, 1 through 4. Check if the number chosen is open, using math to add up the X and Y cell & side coordinates ( oh yeah you’ll need those ) and if it’s 4, and 4 is a closed side, broadcast the channel again.
BUT, make a check to see if the previous action is OPPOSITE of the action you are about to do, using IF/ELSE statements to do the subtraction/addition.
And, MAKE ANOTHER BLOCK CODE with else ifs(same conditions as the previous ones, YES, you have to do it for both the CELLS and the SIDES) and all the block code does is deactivate the barrier ahead. Bada bam.
This should work, I’ll test it one of these days.
I’m sorry, but it’s best if you COMPLETELY restart that block code, it’s disfunctional.
Good luck, @Here_to_help
This, ‘cell’ property. You have an if checking if it’s one or not, what exactly does it represent. Is one the coordinate, or is it a value to decide which direction to move.
how?
That is basically what mine looks like except with WAY less blocks. That randomization is what I have.


