Procedural Generated Map (tilemaps) [SOLVED]

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Post » Sun Sep 20, 2015 5:06 pm

Saw some good tutorials out there on creating procedural generated maps, but not like how what I'm trying to achieve.

Does anyone know how to create maps like Nuclear Throne using Tilemaps?

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Other tutorials I came across that are similar, but not quite what I'm looking for:
https://www.scirra.com/tutorials/1112/procedural-dungeon-generation-a-roguelike-game
https://www.scirra.com/tutorials/1128/auto-tiling-with-autotilegen-and-tilemaps
https://www.scirra.com/tutorials/1123/smarter-procedural-roguelike-dungeon
Last edited by jook00 on Sun Sep 20, 2015 7:12 pm, edited 1 time in total.
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Post » Sun Sep 20, 2015 5:22 pm

There are hundreds of ways to do it.
Best bet is to define what you are looking for, and see if you can't figure out a way to achieve that.

I would suggest a digger rather than a filler, coupled with this method.:
http://www.saltgames.com/2010/a-bitwise ... -tilemaps/
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Post » Sun Sep 20, 2015 5:23 pm

What exactly you are looking for? all of this tutorials explains all about procedural generation.
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Post » Sun Sep 20, 2015 5:54 pm

@shinkan Most of these tutorials use sprite objects rather than tilemaps. Would be great to create maps that look something like the image below with borders around the inner edges.

Something like this:
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Post » Sun Sep 20, 2015 6:08 pm

Here is my capx. https://dl.dropboxusercontent.com/u/73836006/generateMap.capx

Issues i'm trying to solve:
- How to use the darker tilemap (1) to get borders around the inner walls
- Currently the sprite used to create rooms (when overlap over tile, erases tile) is being positioned randomly, resulting in tons of overlap. I want it to be flush against each other rather than all over the place.

@shinkan Hope that helps! :D
@newt Hope that narrows it a bit more in terms of what I'm looking for! :D
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Post » Sun Sep 20, 2015 6:11 pm

Just change the creation from sprite to tilemap tiles

https://www.scirra.com/tutorials/1123/smarter-procedural-roguelike-dungeon

i have even post a capx in the comments for this tutorial which uses a tilemap instead of sprites.
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Post » Sun Sep 20, 2015 6:28 pm

How many rooms. All of the sizes. If they are all connected. Can they overlap... etc.
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Post » Sun Sep 20, 2015 7:11 pm

Thanks @shinkan! I don't know how I missed this. I think this is definitely on the right track.
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Post » Tue Sep 22, 2015 9:49 pm

@shinkan in your capx, what controls the height of the corridors? Currently i'm getting corridors that are filled with walls with no space to actually walk.
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Post » Tue Sep 22, 2015 10:06 pm

No Idea man, didn't open that file since i've posted it and I'm not at home at the moment so can't really tell.
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