Dungeon Architect

Thank you for the bug report and your videos. The new level looks very pretty

Any plans to add Dungeon Architect to the Unreal Marketplace? (Or is there and Iā€™m blind?)

@Tanag, Iā€™ve submitted to Epic for release in the marketplace

Dungeon Wars Demo [WIP]

watch?v=YSTeVHBfwPo
watch?v=sF6ffSuOHIk

Based on the SillyGeo twin stick shooter sample found in the learn tab

Hi, Im install the version 1.2.1 in unreal 4.10.

And appears this menssage when I Launch:

Plugin ā€˜DangeonArchitectā€™ failed to load because module ā€˜DangeonArchitectRuntimeā€™ could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.

Im install in C:\Program Files\Epic Games\4.10\Engine\Plugins\DangeonArchitect and in MyProjectFolder\Plugins\DangeonArchitect

Peterson

Peterson, Theres a typo in the plugin name (MyProjectFolder\Plugins*DangeonArchitect*)

Please follow this video for installation instructions

More video tutorials

Mirror Layouts

Added a dungeon mirror volume so you can have symmetrical levels for your strategy / moba style games

Mirrored along the X axis

http://imgur.com/OScQQlfh.jpg

Mirrored along the X and Y axis
http://imgur.com/Z017JASh.jpg

You can now have more control over the meshes spawned from the mesh node with the new Advanced Options section. This lets you set advanced stuff like collision handling, shadow casting etc.


This Typo is only .
Dont have in project.
Look the picture.

Hmm, looks like the engine has found your gameā€™s plugin (as seen under Project category).

Please try removing it from the engineā€™s plugin folder which you mentioned above.
Remove the DungeonArchitect folder that you copied : C:\Program Files\Epic Games\4.10\Engine\Plugins\

Same problem.
I remove plugin that folder C:\Program Files\Epic Games\4.10\Engine\Plugins
Now have only in project.
Look

The plugins generate the dungeon, this error is only when I Launch.

Peterson, I am not able to reproduce this locally

Iā€™ll be uploading a new build soon. My automated build scripts compiled for 4.10 with Visual studio 2013 and deployed it. Instead it should have been done with VS 2015 and that could be the reason.

To make sure this is not a setup issue, please do the following:

  1. Remove Dungeon architect from your game project. Reopen the project and let me know if you still get the error
  2. Install dungeon architect again, as mentioned in the video
  3. If issue still persists, then please PM me the following:
  • Contents of the file [FONT=Courier New]<GameProjectDir>\Plugins\DungeonArchitect\DungeonArchitect.uplugin
  • Output log (Window > Developer Tools > Output Log)

If I disable Dungeon Plugin in Edit>Plugins>Procedural
Work fineā€¦
Look the picture.
Im using VS2015

e7f6ff4e584e7e84b6fb25e3cc23855063287a63.jpeg

Ver 1.3.0

New Build 1.3.0 is available. It has the following new features / bug fixes

Paper2D
Paper2D support is provided in a separate plugin (DungeonArchitect2D), which extends the core plugin (DungeonArchitect). If you donā€™t use Paper2D, you can remove Paper2D and DungeonArchitect2D from your build
http://i.imgur.com/nHNSymAm.png

This gives you access to new type of nodes (sprite, flipbook and tile). You can use the tile node to select tiles of arbitrary size from the tileset picker. This is useful if you have a tree, for e.g. of size 2x3. So you are not restricted to just 1x1 tiles in a single tile node. Iā€™ll post a sample soon

Mirror Volume
Added a Mirror Volume, which mirrors the dungeon layout along its local X-axis. Rotate the volume (in steps of 90) to mirror along X, -X, Y, -Y. Multiple mirror volumes can be placed to mirror along both X and Y
http://i.imgur.com/Z017JASm.jpg

Viewport Toolbars
Added new tool options in the theme editorā€™s preview viewport to change the camera projection and lighting models
http://i.imgur.com/OjZrQWGm.jpg

Mesh Node
Mesh Nodes have more options to customize the spawn mesh (physics properties, shadows etc)
http://i.imgur.com/6KwrdTDm.jpg?1

Bug Fixes

  • Fixed a bug where actors with static mobility were not getting their transforms updated with the dungeon was rebuilt at runtime (reported by Jmeletou2014, Thanks!)
  • Light actors spawned during runtime no longer give mobility warning message in the output log (fix suggested by sch5, Thanks!)
  • Fixed a bug where lights were not being spawned when dungeon was rebuilt during gameplay, while running the game in Standalone mode (fix suggested by sch5, Thanks!)

CHANGELOG

  • Added a Mirror Volume for creating symmetrical dungeon layouts (e.g. for strategy /.moba games)
  • Mesh nodes have a ā€œAdvanced Optionsā€ section for more control (e.g. for setting physics, shadowing etc)
  • Internal refactoring to make DA more modular and extensible
  • Created extension points to let external modules plug in new type of nodes into the theme editor (e.g. paper2d nodes)
  • Created extension points to let an external scene provider render any type of geometry in the theme editorā€™s viewport without knowing the implementation details (e.g. sprites)
  • Fixed a bug where static actors were not having their transforms updated when the dungeon was rebuilt at runtime
  • Dynamically spawned light actors no longer give mobility warning message in the output log (fix suggested by sch5, Thanks!)
  • Lights were not spawned in dungeons when it was rebuilt at runtime (fix suggested by sch5, Thanks!). Youā€™ll have to resave your theme file with the new build (open it, move a node and save)

Fantasticā€¦ Messing about with it now :slight_smile:

If purchased off coderespawn, is there a way to get it in our library/vault after it makes it onto the marketplace?

Iā€™ll try to get that done. Since there are quite a lot of users who purchased it from my website, Iā€™ll have to work with Epic on getting this done. Alternatively, you can wait for the release :slight_smile: (no timeline yet)

Cave Builder [Early Prototype]
Iā€™m working on a Cave Builder (Cellular Automata)

Early Results:

http://imgur.com/OQEieg6h.jpg

http://imgur.com/mVlXslsh.jpg

I see for Paper2D you have support for different tile sizes, but I was wondering if we could have it place almost pre-made rooms? Iā€™m looking to create a random dungeon generate that stitched Zelda style rooms together. Think like Binding of Isaac if youā€™ve played that.
So the majority if rooms would be precreated and Iā€™m just looking for an easy to to randomize that. Is this tool something that would help?
is an example of what I mean. Below are 4 rooms I have made.