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    I upgraded the new plugin and still can't open the project, it's still the same error. Please help me! Have you tried it on the mac?

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      Thanks Ali Akbar! I'll play around with the OnItemSpawn and see if I can get that functionality to work. Presumably using the if count < N works that can be the basis for an object counter for the dungeon which would work perfectly well for the time being. A blackboard input would be highly appreciated!

      And brilliant I'll look forward to that update, I must admit spatial constraints seem a tad confusing in their current setup

      Thanks as always!

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        paliacci The new build is not live yet in the marketplace. I've sent a mail to Epic regarding the deployment issue.

        In the mean time, I've sent you a pre-compiled Mac build of the latest version so you can start using it
        Dungeon Architect | Prefabricator

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          Has solved my problem perfectly, cool

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            Thanks Ali Akbar Hopefully I'll be able to get something with that basic functionality in place. If your logic works and I can create a counter that should deal with the max object count issue we've been having! I'll let you know if it works via discord. And I can't wait for that update, spatial constraints seem to be rather confusing at this moment in time and that update definitely looks to bring much more needed functionality to it!

            Thanks as always

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              It looks like the 4.21 version is not deployed correctly in the marketplace. Clicking on install on 4.21 doesn't do anything on both Mac and Windows (but works for 4.20) I've sent a mail to the marketplace team to have a look
              Dungeon Architect | Prefabricator

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                The new beta launcher installed dungeon architect for me in 4.21. the non-beta launcher failed. (or it was fixed in the last few minutes and this was just coincidence)

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                  +1 For the beta launcher, worked for me too

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                    I can confirm this is now fixed

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                      4.21 update is available.

                      Please restart your launcher and install it to your engine. The Mac version still has deployment issues and the marketplace team is working on it
                      Last edited by Ali Akbar; 11-22-2018, 08:36 PM.
                      Dungeon Architect | Prefabricator

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                        Originally posted by Ali Akbar View Post

                        At the moment no. I've exposed the Cluster Theme list variable to blueprints so you should be able to access and modify it at runtime (on version 2.10.1+)
                        Originally posted by Vokyupi View Post
                        Ali Akbar Thanks for your reply. I got also another question. Is there a way to change clustered themes on the run time?
                        I added this in the recent update. You should be able to set this from blueprints from the current version (2.10.0)
                        Dungeon Architect | Prefabricator

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                          Hello Ali & everyone

                          I would like to know if there is any documentation / quick start guide for using the Dungeon Flow System, if not maybe just a quick paragraph to get us started using it.
                          I think it's an amazing feature and kind of what was missing to really take advantage of the power of Runtime Dungeon Generation but I couldn't get a grasp of how it's supposed to work.

                          Thanks in advance,

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                            I've rewritten the snap map builder with a new algorithm and is now fully integrated with the dungeon flow graph (mission graph). So you can create rules like these (left) and have procedural levels built with the generated graph (right)

                            Click image for larger version

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                            I'm working on a rougelike sample game to go with this and will provide more info in the coming weeks. This also works well with 2.5D side scrollers and should work with Paper2D as well when it is supported

                            I've removed the MainBranch / Side branch parameters from the config as they are no longer needed as you create create more complex graphs from here.

                            In the first phase, loops will not be supported (As a workaround you use Teleporters to move around, like in Dead Cells and Gungeon)

                            In the second phase, I'll add support for loops with procedurally generated passages to connect the loops

                            In the third phase, you'll have another graph which gives you more control on how the rules are executed, inspired by Joris Dorman's work (for now, all the grammar rules are executed in each step)
                            Dungeon Architect | Prefabricator

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                              Great news Ali Akbar

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                                Hi Ali Akbar,

                                I've had a quick go at getting that function to work but as you've said the selection and spawn logics don't work in tandem. So I was wondering if I created a separate blueprint for the object, which had a how many of these objects have spawned checker and the had a destroy self if over N would that theoretically work?

                                I appreciate it's not quite DA related but thought you may have better insight than myself

                                Cheers!

                                ***Edit***

                                So I created a spawn logic like this, however as expected once the counter reaches over 1 it's destroying all instances of the actor. Is there any way I could keep a singular instance spawned but destroy the rest?
                                Attached Files
                                Last edited by TSK; 11-24-2018, 08:51 AM. Reason: Image and update

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