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Hi, I'm kinda lost on how to implement locked doors and will only open the doors within the current room once all enemies are defeated

Hey, did you go through the tutorial in the docs? https://ondrejnepozitek.github.io/Edgar-Unity/docs/examples/enter-the-gungeon/

Hi, will you port this plugin for Godot?

Hey, I would like to port the asset to Godot at some point, but I’m not sure about the current asset ecosystem and whether users are willing to pay for assets. I’m still waiting for the official Godot asset store to be released. Unfortunally, the efforts would be probably too big for me to port it and maintain it just for fun.

Try porting the plugin via unidot

The Light 2D URP doesn't work correctly when play the game build, but it works fine in editor, to fix this issue you need to create a new material and put it in the Tilemap Material in the Generator ( thanks to the comment 2 years ago below )

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Hello, could you help me with this question. I need to know coordinates of the center of room and area around center to walls, area of whole room. Because I want to instantiate different objects around the room  programmatycally and I don't want to instantiate it behind the room. I have tried to investigate different variants but I found only the center of room.

Hey, I’m not sure what center of a room means here because rooms can have various shapes so it might be harder to compute the center. But what you can do is, for example, get all the floor tiles that are in the room and you can spawn something on them. If you wanted to do that, you’d have to create a post-processing task which gets an instance of the generated level. From there, you can get a list of all the rooms in the level (represented by the RoomInstanceGrid2D class). Inside that, you have the RoomTemplateInstance property which is a reference to the prefab from which the room was made. There you can find the Floor tilemap and get all the tiles inside it. You can use these floor tile positions as a base for your spawn behaviour.

Does that help?

So, yes, I tried to extract all tiles from room and converted their coordinates to world coordinates. Now I can spawn anything in particular places inside room. Thank you. Is it the only one way to do it or maybe you know another approach? :)

Do you have any specific requirements for this? What’s your goal? One approach that is sometimes useful is to manually mark places where it’s valid to spawn something. You can use empty game objects to mark suitable places and then later pick some of these places and spawn some decorations/enemies there. That way, you have complete control over where things can spawn and you can also randomize. The downsize is that you have to mark these positions manually when creating room templates.

Thank you a lot for advices, I think that I managed to resolve the problem :)

does the 'fog of war' feature work with the 2D renderer in Unity 2021 and above?

Hello, yes it should work because the 2D renderer should now allow adding custom renderer features.

 Payload to be Obsolete,I need to get the LevelDescription.

protected override LevelDescriptionGrid2D GetLevelDescription()

change

 public override LevelDescriptionGrid2D GetLevelDescription()

Hello! If I understand your use case correctly, you are randomly picking a random Input setup class and you want to get the computed level description. As this is not a mainstream use case, I would propose the following solution. Instead of using the DungeonGeneratorInputBaseGrid2D class directly, make a child class instead, something like MyCustomInputBaseGrid2D and on this class, you can add a custom public MyGetLevelDescription() method that calls the protected method. Then, in your RiftGeneratorInputSetup, instead of referencing DungeonGeneratorInputBaseGrid2D, you would reference MyCustomInputBaseGrid2D so that you could call MyGetLevelDescription() directly.

Let me know if it helps.

Thanks!

I've been using Edgar for the last month and was going to purchase Pro but then the price more than doubled from $15 to $40! Did something change?

Hello and sorry for the unpleasant surprise! Last week, I finally decided to get rid of the alpha/beta status of Edgar and released an official “2.0.0” version, and also was able to release it on the Unity Asset store.

The good news is that right now, the asset is in a “new releases” sale on the Unity Asset Store for $20, you can find it here.

Let me know if that works for you!

I see! Congrats on the 2.0 I must have missed that. I will grab it on the Asset Store thanks!

It's a very powerful plugin. Do you plan to release it on the Unity Store?

Hello, yes, I plan to release it on the Unity asset store. I cannot guarantee anything but I want it to be there in less than a month.

Great to know. Would people who purchased the asset here on itch.io also get it on the asset store?

And do you plan to continue updating it on both stores or will updates be made available on the unity asset store after its release there?

Thanks

Unfortunately, Unity does not let creators give assets “for free” if they purchased them on a different platform (Unity would basically lose money doing that).

And I definitely plan to update the asset on both stores after it gets to the Unity Asset Store.

Great to know that you plan to update on both stores :)

All the best with your Unity launch :)

Is it possible to generate dungeons and rooms through coding?

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Sure, look at this docs page: https://ondrejnepozitek.github.io/Edgar-Unity/docs/generators/dungeon-generator/#call-the-generator-from-a-script

And you can also change any of the properties that are exposed in the inspector.

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Why some component(Rigidbody2d and collider2d in plateforms) is missing after generate new level? But it works well when I move platforms to Other1

Hello! I think that the problem might be caused by the fact that tilemaps are merged into a set of large shared tilemaps after a level is generated. So if you add some custom components to your room template tilemaps, they’ll be lost after you generate a level. Please take a look at this docs page. You can use the FromExample mode to tell the generator which tilemap structure you want.

thx for reply. It helps  for me.

I'm trying to do raycasts from within the level, from an object to the player, and to detect if the raycast hits a wall.  Have it working in a test environment, but as soon as i try to do it within a generated level, the ray always detect a wall hit no matter what.

I'm using a layermask on the generated Walls object that has the Tilemap collider.

Not sure if this is a problem with Edgar, or Tilemap collider itself. You have any idea?

Hello, I think that what you’re observing is not a bug within Edgar, but maybe you’re expecting the generated level to have some properties that it doesn’t have. Please check that the layermask is correctly configured after you generate a level. Internally, Edgar uses only built-in Unity tilemaps so you should get the same results as if you prepare a replica of a simple generated level in your test environment. You can also generate a single Edgar level directly in the Editor (not in Play mode) and see what are the differences between this level and your test environment.

Unfortunately, I don’t have any experience with raycasts in Unity so I don’t know about any specific “gotchas” that may be the cause of your problem.

What does this mean? image

I'm guessing it has something to do with an incorrect room template, but how can i see which one?

It seems like the generator thinks that there is a room template without any tiles. Unfortunately, the exception doesn’t contain the room template name, which I should fix in the future.

However, when you open a room template prefab, you should see a status panel in the top-left corner saying whether the room template is valid or not (if you don’t see the status panel, make sure there is the Room Template Settings component attached and that you allow gizmos from that component). If the room template is not valid, there should also be a red warning in the Room Template Settings component. So you should be able to find the wrong room template quite easily.

Let me know if you need any additional help!

Thank you, I did notice the "room is valid" on all my rooms.

Fortunately the error is gone now, no idea how :)

I had an idea, it would be kind of cool if you could have an array of level graphs in the dungeon generator, and have it randomly select one on generation.

Good!

It should be relatively easy to implement the random choice of level graphs if you use custom inputs as described here: https://ondrejnepozitek.github.io/Edgar-Unity/docs/generators/custom-input . But it’s also just a few minutes of coding for me, so I can make it for you if you want.

cool! I'm still very early in my project, so no rush for my sake.

I've been having a problem that the post process files link disappear from the dungeon generator from object time to time

Hey, I’m not sure about the disappearance of post-processing tasks - it has never happened to me. Make sure that you properly save the scene when you add the post-processing logic. Or it’s maybe possible that the instance of the scriptable object is not created properly.

Is there a function to save the scene, for example, when I switch to the challenge level, when I come back, it will still be the previous scene

(My English is bad, I don’t know if you can understand it)

Hello, I don’t think that it’s easily possible to save a scene during runtime (not just in Edgar but in Unity in general). So I think your best option is to just freeze the current level (stop enemy movement, etc.) and hide it, then show (or additively load) the challenge level and when it’s completed, destroy the challenge level and unfreeze/show the original level.

For example, if you had the whole level inside a single game object, you could probably just disable it for a while, show another game object with the challenge level, and then go back to the original level.

But I don’t have any personal experience with this.

Thanks, i think i know what to do

Hey, just discovered this superb level generator! Trying to make it work with 2d lights and shadow casters and have run into some problems where halls/doors are connecting to the rooms., as in the screenshot in this link image

The way I've done it right now is to add shadow casters to the wall object in the room templates (also other object in the room template when i needed more than one shadow caster). It's When the hallway templates connects to the door positions that the shadow intersect.

I can kind of get around it by only adding a few door positions, and make several shadow casters that do no overlap them, but that severely limits the amount and size of door positions that i can use.

Do you know of a way around this?

Hello, unfortunately, I have no experience with 2d lights and shadow casters in Unity. But maybe one thing that could help would be to not have these shadow casters attached to the Wall tilemap in individual room templates but rather have them attached to the shared tilemaps where all the room templates are merged into.

After a level is generated, I find all the tiles in individual room templates and combine them into a set of shared tilemap layers. That means that walls from all room templates are merged into a single large tilemap layer. What I propose is to not add shadow casters to walls in room templates but rather add them to the shared tilemaps where corridor connections are already processed. You can first try that manually: generated a level and then inspect the game object in the scene hierarchy, find the shared Walls tilemap layer and add the shadow casters.

I’m not sure how much experience with Edgar you have so feel free to ask additional questions. I may also try these shadow casters myself if you give me some additional instructions on how to do that.

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Thanks for your quick reply. You mean in for instance add it to Generated Level>Rooms>Walls?

While that probably would work on an existing level, but since you have to define the shape of the shadow caster manually (at least from what I know), it would not work in practice.

I was thinking it might work if you could add it directly to a single tile, then when you fuse corridors with rooms you could remove the shadowcasters from the colliding room tiles. No idea how to add it so a single tile though.

If you could somehow generate a Shadow caster that has the same shape of a shared wall tilemap layer, would probably be the best way.

Shadow casters are otherwise fairly simple to use, it does requires a Universal Render Pipeline project. This short video should help, link

edit: This guy seems to be on to something! link 

Will see if i can try this out later

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Ok tried the Tilemaps Shadow Caster in the second link. Could not get it to work with the generated shared walls tilemap layer. Or it actually generated shadow casters but they didn't show up. I did have to do this in play mode, so not sure if that's the problem

It does kind of work if you put it on each of the wall object inside a room template, but the same problem as before occurs when intersecting with corridors. The auto generated shadows are also not perfect.

Is there a reason why the auto-generated shadows are not perfect? I thought that it would just use the polygon tilemap collider and compute the precise shape of the walls. Do you need something more than that?

yeah I was hoping it would do that too. It doesnt seem to be able to handle a merged wall object that well. Not sure though. It looks like this: link

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Update: I found it's ok with manual mode..

Hi!  Can you help me with this problem?I just can't figure out why "The door line is not on the outline" T_T

Hey, thanks for reporting this, it looks like a bug. I’ll investigate it.

Hey, this should be now fixed in the hotfix release. Sorry for the inconvenience.

Thx,it helps a lot!

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It's a great plugin, just bought a pro version. 

I met a issue, My game use 2d renderer, On iOS and Android, when I put 2d light and 2d shadow caster in roomtemplate, and try generate a random map at run-time, the 2d light and shadow seems incorrect. But if I try use a pregenerated map or running in unity editor, everything working correctlly.  

 Any Idea?

Hey! There’s a “Material” field in the Post-process config in the generator component. Please make sure to assign the correct material there. It seems like Unity has sometimes problems with choosing the correct default material.

Oh! That did the trick! Thank you!

it would be nice if it was compatible with game maker studio 2

Hey! Unfortunately, there’s a quite large codebase already implemented for Unity so I think it’s not really possible to reimplement and maintain it for the Game maker studio 2.

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It's a shame, I really liked the tool I wanted to have for the gm2, but that's okay, you did a great job

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