Btw, I am not seeing any guidelines for artist to create tiles for Dungeon Architect. Does anyone have any suggestions?
Does anyone know, does it support mobile platforms?
I couldnāt get the selector to work either. I think the corner selector isnāt necessarily for what Iām intendingā¦? Did mine as a marker emitter. If you have all the tutorial stuff, follow the instructions on making your own customer marker emitter (found ). If you have the demo packs installed for DA, there is a BPM_RoomCornerEmitter in the Infinity Blades Fire one that has all the logic. I couldnāt get it to transfer and work cleanly with my test project so I just rebuilt it. In case you donāt have it, 's the event and function graph for the emitter:
Looks neat; do you do trials?
Just buy it, you wonāt be disappointed.
Whatās the easiest way to get a hold of the author?
Are there any tutorials showing how to work with this beastly plugin?
He made several tutorials and example projects, they all are on his website.
This plugin is really worth buying. Even if you cannot use it directly in your game there is code on github, so you may learn how to write your own plugin like this one that suits your game better.
So far this is best attempt at any dynamically created environment in unreal 4. So if you want it for your game forget blueprints, get C++ and source code for this plugin.
Well, I am an artist, so I wouldnāt want to be deprived from Blueprints (at least I could, if I can, use it to make random levels offline and manually edit them) Eventually, when I have C++ programmer on the team, we will definitely use it for generating levels in runtime, but for now I just want to save time by using Dungeon Architect to generate levels offline. Is it not possible ?
Does the author provide e-mail support when I buy this? I wouldnāt want to buy something and be left hanging without ability to ask questions and get them answered.
@ Thanks! Iāve replied to your PM
@Sitrec Thanks! Iāve replied to your PM with more information
@, I agree it would be nice to have more features on the non-procedural tooling. For the tile painting, do you mean the paint brush tool can pick from a theme file to paint (type of tile) and then paint with that type of props (defined in the particular theme file) applied on those tiles
Could you give me some gameplay examples?
Looks like Epic will release 4.11 by end of March
@iRYO400, it works on mobile
Thanks! I am trying to reply and I am getting the following error: " has exceeded their stored private messages quota and cannot accept further messages until they clear some space."
@ Iāve cleared up space. Could you try again?
Yep, went through this time! Thx.
Would you folks be interested in an editor to control the high level dungeon flow?
In each node, you can attach reusable blueprint, to spawn NPCs, lock doors, spawn keys anywhere before those locked doors, spawn items after etc.
I know I would be interested in such an editor
Looks useful to me.
+1 : itās essential to me. It can address part of the problem of a gameplay-aware procedural generation.
yes @, that would be a feature!
One use case that I donāt know if is posible right now is:
>I have a locked door A.
>So player needs to find the Key A.
>Question: could I make the Key A randomly appears Before the Door A?. I mean, I need the key A accessible and not blocked by the locked Door A.