Originally posted by Ali Akbar
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Dungeon Architect
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Quinton Delpeche
Founder - Gobbo Games | Designer - The Colony 2174 (Board Game) | Developer - Riders of Asgard
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Originally posted by qdelpeche View Post@Ali Akbar: So when it is approved, will buyers who have already bought the pack get the Marketplace version as a convenience?
People who have sold in the marketplace, how many promo codes do you get for your product? or are the codes limited and released in a monthly basis? If that's not possible, I'll see if I can work something out with Epic
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Although if you keep up the awesome frequency of updates you have, even after it's on the marketplace some people may prefer your website; I've heard of cases where even once a product is on the marketplace, it takes 2-3 weeks between devs pushing an update, and that update getting uploaded to the marketplace.
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Originally posted by Ali Akbar View PostI'll upload the hell forge and the elven garden themes by tomorrow as part of a new buildCheck out my fighting component https://forums.unrealengine.com/show...ting-Component
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Originally posted by Nawrot View PostThank You Ali Akbar for truly maintaining this cool plugin. I know you are just one man army and we demand 100ths of different things at once.
So no stress from me, I am usually blunt and writing what i think.
I'll try to implement whatever that makes sense without bloating the core
Originally posted by Amievil View PostGot this today very impressive can't wait for the new themes!
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New build deployed (Version 1.2.0)
Changes since the last build (1.1.4)
Version 1.2.0- Added random stream parameter to selector logic and transform logic blueprints. You should try to use this stream if you want consistent levels everytime you generate it (e.g. in a multiplayer game)
- Improved randomness in the builder algorithm by removing repeated reinitializations on the random stream. (Warning: If you already had a dungeon built with the previous version, it will now change the layout when you rebuild, due to the change in how randomness is handled moving forward)
- Disabled threading on the builder as the layout generator is not a bottle neck but was causing issues running blueprints in a different thread. This fixes lot of stability issues. The layout is now built on the main game thread and the meshes are spawned over multiple frames as before
- Added helper functions get query the room spatial dimentions. These are useful when desiging your custom marker emitters blueprints
- Added variable lane width customization in the dungeon builder config. Previously, this was hardcoded to 2.
- Fixed a dungeon building bug in the theme browser's preview port where the dungeon layout was not built accurately as per the config
Version 1.1.5- Fixed a dungeon selection bug in the editor paint mode. Users can now switch to a different dungeon to paint on by clicking on the dungeon actor in the world outliner
- Added a docs folder with user guide, video tutorials and quick start sample pages
Quick Start Sample Updates:- Added Hell Forge theme (Infinity Blade Fire Assets)
- Added Elven Garden theme (Infinity Blade Grass Assets)
- Added Tutorial level theme
- Created a page for Video tutorials and added it to the Docs folder
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Originally posted by Warcabbit View PostI swear. Apparently the _actual_ problem is 'if I try to do more than two levels in the multilevel, the computer runs out of RAM.' Very ram-hungry, even on low textures.
Note: 1.14, updating to 1.2.0
I am using this successfully on a machine with 8GB of RAM using Ali Akbar's content and the Ultimate Greyboxing Kit. So this could be to do with the assets you are using.Quinton Delpeche
Founder - Gobbo Games | Designer - The Colony 2174 (Board Game) | Developer - Riders of Asgard
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Originally posted by HInoue View PostIs there a method I can call to randomize the seed within blueprint? I see that Build Dungeon and Destroy Dungeon are both exposed, but I'm trying to figure out how to build a new dungeon with a keypress.
When you create the "Set Members" node by pulling it out of the Config pin, it won't have the Seed pin. You need to go to details and select the members you would like to set.
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Originally posted by Nixlim View PostDear Ali,
Fantastic plugin, documentation and tutorials. Hats off to you for your work.
Can I please find out when do you plan to release multi-story update as shown in your Building video?
Thank you.
The building demo has been pending for quite sometime and I'll get to it soon. I have to finalize a few things in it:- Connecting the floors together with stairs and lifts
- Investigate the memory issue reported by Warcabbit
- Better alternatives for runtime volume spawning. Since the engine does not allow me to spawn volumes at runtime (for platform, negation, theme override), this causes a limitation for more advanced stuff like this. I overcome this with a workaround, which works from C++. I have a better alternative in mind, which would allow you to spawn actors at runtime that work like volumes from your blueprints. More on this later
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