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 Iām blind?)
@Tanag, Iāve 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 āDangeonArchitectā failed to load because module āDangeonArchitectRuntimeā 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
Mirror Layouts
Added a dungeon mirror volume so you can have symmetrical levels for your strategy / moba style games
Mirrored along the X axis
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.
Hmm, looks like the engine has found your gameās plugin (as seen under Project category).
Please try removing it from the engineās 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
Iāll 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:
- Remove Dungeon architect from your game project. Reopen the project and let me know if you still get the error
- Install dungeon architect again, as mentioned in the video
- 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
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 donāt 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. Iāll 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 editorās 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 āAdvanced 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 editorās 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!). Youāll have to resave your theme file with the new build (open it, move a node and save)
Fantasticā¦ Messing about with it now
If purchased off coderespawn, is there a way to get it in our library/vault after it makes it onto the marketplace?
Iāll try to get that done. Since there are quite a lot of users who purchased it from my website, Iāll have to work with Epic on getting this done. Alternatively, you can wait for the release (no timeline yet)
Cave Builder [Early Prototype]
Iām working on a Cave Builder (Cellular Automata)
Early Results:
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? Iām looking to create a random dungeon generate that stitched Zelda style rooms together. Think like Binding of Isaac if youāve played that.
So the majority if rooms would be precreated and Iām 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.