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Author Topic: Roguelike map initialization[SOLVED]  (Read 4834 times)

Ljacobs

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Roguelike map initialization[SOLVED]
« on: August 01, 2013, 11:49:33 PM »
Hi Everyone,

I've done a bunch of searching, but I'm stuck on this one problem.

I'm working on a 2D roguelike. I have researched the algorithms for level generation and pathfinding, but I can't find anything that tells me exactly how to place a dungeon tile on the game screen at runtime.

Here's how I assume it would have to work.
Game Starts.
Game screen is filled with x by y blank tiles.
Algorithm runs through those tiles setting them to wall or floor as needed.
Success.

I'm stuck on the part where I'm trying to fill the screen with those tiles.

I don't want to hand place 80X80 tiles, and I figure there must be a way to say
"create x rows and y columns of this 32x32 tile"

Does such a thing exist? Better yet, is there a better way to go about this than what I have described?

Thanks in advance for any help.

P.S. Playmaker rocks
« Last Edit: August 06, 2013, 07:40:58 AM by jeanfabre »

jeanfabre

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Re: Roguelike map initialization
« Reply #1 on: August 02, 2013, 10:45:52 AM »
Hi,

 I strongly recommand you use a tile engine you will find on the asset store. It will give editing features and likely everything you need and a lot more. You may likely find that you don't need anything else to get your level generation up and running.

bye,

 Jean

Ljacobs

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Re: Roguelike map initialization
« Reply #2 on: August 02, 2013, 02:00:14 PM »
Thanks Jean,

Is there one you can recommend to use with Playmaker?

Ljacobs

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Re: Roguelike map initialization
« Reply #3 on: August 02, 2013, 03:30:21 PM »
I've taken this to the 2D Toolkit forums (which I already have been using with Playmaker.) I'll update here if I find a solution.

P.S. Playmaker is great.

jeanfabre

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Re: Roguelike map initialization
« Reply #4 on: August 02, 2013, 03:41:23 PM »
Hi,

 2d toolkit is not going to help you here I guess. What you need is this kind of framework:

http://u3d.as/content/pl-young/tile-based-map-and-nav/2uF

As far as playmaker support, I think you will be able to get very very far without anything else then this kind of editor. But I am not aware of any official support on this kind of frameworks.

also, I am not sure, but maybe you can work with these kind of frameworks too:

http://u3d.as/content/doppler-interactive/tidy-tile-mapper/2AF
http://u3d.as/content/rotorz-limited/rotorz-tile-system/2UU

rotorzTile has playmaker support.

Bye,

 Jean

Ljacobs

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Re: Roguelike map initialization
« Reply #5 on: August 02, 2013, 03:54:53 PM »
Excellent,

Thanks Jean I'll look into that. :)

-Luke

jeanfabre

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Re: Roguelike map initialization
« Reply #6 on: August 03, 2013, 01:40:15 AM »
Hi,

 and here we go: I think I found what you need exactly: free asset store framework,just for you!

https://www.assetstore.unity3d.com/#/content/10340

bye,

 Jean

Ljacobs

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Re: Roguelike map initialization
« Reply #7 on: August 06, 2013, 06:06:51 AM »
Thanks Jean,

Unfortunately I'm still on Unity 3.5.7

Can't afford an upgrade.

That said I've been making some progress, but I'm having the weirdest issue. I'll post about it separately.

Ljacobs

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Re: Roguelike map initialization[SOLVED]
« Reply #8 on: August 07, 2013, 12:28:37 AM »
I bought Map and Nav.

seems to have most of what I need already.

Thanks again Jean