Announcement

Collapse
No announcement yet.

Dungeon Architect

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Ali I have terrible problem with selector logic and corner detection. Seems "isPillarOnCorner" is not working properly as it detects only sharp angle corners. I could use spartial constrait for floor to pick up all corners and place walls of certain type there, but I would have to use the flood tiles for that not the wall/pillar tiles - and that still puts me in a position where I must remove corner pillars. somehow.
    Maybe I'm doing the corner detection wrong? Could You help me out a bit here mate?

    Comment


      Originally posted by AngeIV View Post
      Ali I have terrible problem with selector logic and corner detection. Seems "isPillarOnCorner" is not working properly as it detects only sharp angle corners. I could use spartial constrait for floor to pick up all corners and place walls of certain type there, but I would have to use the flood tiles for that not the wall/pillar tiles - and that still puts me in a position where I must remove corner pillars. somehow.
      Maybe I'm doing the corner detection wrong? Could You help me out a bit here mate?
      how do you implement "isPillarOnCorner" I'd like that myself, also a way not to overlap a fence pillar with a wall pillar if it exists
      ZOMBIE TOWN AHHH (ANDROID/STEAM) | RIDE SHARE EMPIRE (ANDROID/GAME JAM) | NEVER NOT KNIGHT (ANDROID/GAME JAM) | TWITTER | MY UE4 TUTORIALS | ANSWERHUB

      Comment


        How in Isaac template remove second door between rooms?

        Comment


          In case you aren't aware the coderespawn site has been down for a few hours. Maybe a web server related issue.

          Comment


            [MENTION=59677]J.C. Smith[/MENTION] The site is up now

            I'm working on the documentation for all the new stuff added since 2.0.0 and have a new build (2.6.0) in one or two days

            P.S.: I'll address the other issues tomorrow when I get to work
            Dungeon Architect | Prefabricator

            Discord Support

            Comment


              Updated the User guide for 2.6

              Added documentation for the following:
              • Query Interface: Grid
              • Spatial Constraints
              • Event Listeners
              • Landscape Transformer
              • Cluster Theming
              • Spawn Logic
              • Custom Grid Builder
              • Snap Builder Docs
              • City Builder Docs
              • Destructible Mesh Node
              • Actor Node Customization
              Dungeon Architect | Prefabricator

              Discord Support

              Comment


                Originally posted by n00854180t View Post
                [MENTION=28980]Ali Akbar[/MENTION] - Would it be possible to add a "random angle" factor to the road branching for the town builder? Trying to make some procedural medieval-style towns.
                [MENTION=11208]n00854180t[/MENTION] it would break the grid layout, since it works on modular assets. Are you using assets for your road tiles or is this placed on a landscape?
                Dungeon Architect | Prefabricator

                Discord Support

                Comment


                  Originally posted by BPANDREW View Post
                  I just want to say thank you for making & supporting such a great plugin!
                  Thank you for using DA



                  Originally posted by BPANDREW View Post
                  I seem to be crashing if I try and generate my dungeons at play time in my android game - hard crash, kicks me out of the app, I will get you logs soon

                  also I dont seem to be able to cook my game with arm64-v8a support - I get a file not found in your components directory
                  I'll test on Android and let you know
                  Dungeon Architect | Prefabricator

                  Discord Support

                  Comment


                    Originally posted by simpple View Post
                    I bought it on the website.
                    When will you update to 2.16?
                    I hope the website will be updated soon.
                    I'll update in my website probably by tomorrow. I have some merging to do with the earlier branches (4.12 - 4.14) and update the quick start samples
                    Dungeon Architect | Prefabricator

                    Discord Support

                    Comment


                      Originally posted by erbmur View Post
                      Hi everybody,

                      I just bought dungeon architect and am loving playing around with it. But one question has popped up so far, could somebody explain what exactly the spatial constraints option is what what the difference between the 3 options are?

                      From what I can gather, is seems as though everything can be done with the 3x3 option and there is no need for the others, so i am obviously missing something
                      [MENTION=305583]erbmur[/MENTION] You'd use 2x2 constraint if you use it on a pillar marker (since it is surrounded by 4 tiles). You'd use an edge constraint if you use it on a Wall / Fence marker, since it has two adjacent tiles

                      I've also update the user guide with spatial constraints
                      Dungeon Architect | Prefabricator

                      Discord Support

                      Comment


                        Originally posted by erbmur View Post
                        Does anybody know of a way to see if, when using the FloorPlanBuilder, if the adjacent cells are walls? So we can place items on the floor that are adjacent to walls, like book shelves and the like?
                        FloorPlanBuilder is a work in progress and the query system is not implemented yet. I'll add it in the future updates
                        Dungeon Architect | Prefabricator

                        Discord Support

                        Comment


                          Originally posted by dazuk1978 View Post
                          Thanks for the help Ali.
                          I can't find mention of this anywhere, but does the Dungeon entity randomise the seed every time I start a new game? If not, how do I make it do so?
                          When I used this when you first released it, there was a 'runtime' version of the entity and a static one. This doesn't seem to be the case now and I'm not sure how to make it a different layout every time I play.

                          It's come a long way since then in lots of ways, so great job mate.

                          P.S - did you ever get anywhere with the Cave generator and terrain generator etc?

                          Thx
                          Sure, there are examples in the quick start guide that show you how: Build a Dungeon (Runtime)


                          On the BeginPlay event, we grab the Dungeon Configuration and set the seed (to some random value) then build. The level blueprint in that example shows you how
                          Dungeon Architect | Prefabricator

                          Discord Support

                          Comment


                            Originally posted by DrinkThisPotion View Post
                            This doesn't work with height variation, right?

                            The marker replace volumes can be tricky too.
                            The MaxStairHeight constraint sometimes makes the platform volume move a step up or down (to make sure all the stairs heights in the dungeon are within the acceptable range). It should be possible to clamp it, but it would not guarantee that the dungeon is valid and reachable (imagine having two platform volumes and moving one of them way up)

                            Marker replacement volumes are placed next to the artist created static content, so manual placement is fine. How is it tricky in your case?
                            Dungeon Architect | Prefabricator

                            Discord Support

                            Comment


                              Originally posted by Wisdom-HELLy View Post
                              I've done like below:

                              Identify who is the player 1 (generally, the host) and player 2.
                              You make player 1 build the dungeon and then share the dungeon seed with replication or API call (in case you are using a Cloud Service like us) to another player.
                              Then, he will build the dungeon himself.

                              In this way, both players will play in the same dungeon.

                              Another way of doing this, if you can use cloud code, is to make server generate the seed for both players and send it via message to them.
                              I've tried something similar to [MENTION=29475]Wisdom-HELLy[/MENTION]'s approach. Replicate the dungeon configuration and everyone sets that config and builds the dungeon locally. If anyone has a better approach, please let me know
                              Dungeon Architect | Prefabricator

                              Discord Support

                              Comment


                                Originally posted by AngeIV View Post
                                Ali I have terrible problem with selector logic and corner detection. Seems "isPillarOnCorner" is not working properly as it detects only sharp angle corners. I could use spartial constrait for floor to pick up all corners and place walls of certain type there, but I would have to use the flood tiles for that not the wall/pillar tiles - and that still puts me in a position where I must remove corner pillars. somehow.
                                Maybe I'm doing the corner detection wrong? Could You help me out a bit here mate?
                                [MENTION=567051]AngeIV[/MENTION] Have you tried the 2x2 spatial constraint? I'll make a demo tomorrow
                                Dungeon Architect | Prefabricator

                                Discord Support

                                Comment

                                Working...
                                X