How to Procedurally Generate Rooms in Godot's Tilemap

How to Procedurally Generate Rooms in Godot's Tilemap

NAD LABS

3 года назад

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@bajista1516
@bajista1516 - 21.04.2021 19:03

Awesome stuff, can’t wait to see more

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@leonardgassanov1154
@leonardgassanov1154 - 22.04.2021 02:11

Awesome stuff, can’t wait to see more

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@dirtymint
@dirtymint - 19.06.2021 18:20

Just came across your channel - great video, I really enjoyed it and like your teaching style. Looking forward to seeing more of your content.

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@szccornish8034
@szccornish8034 - 03.09.2021 09:41

Hai can you make tutorial on TileMap that can be drag when i play the godot and drag it around the screen

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@gilbertcabigasalmazan3289
@gilbertcabigasalmazan3289 - 15.12.2021 06:03

Can you create a tutorial how to convert multiple scenes into tile map resource. Such as a scene with collision, sprite, light2d and ysort working.

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@adriano.santana
@adriano.santana - 08.10.2023 20:10

Great video, I was looking for this. Will this work for Godot 4?

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@AnaseSkyrider
@AnaseSkyrider - 28.10.2021 23:20

A better approach for positioning the rooms is to generate the size of the room first, then randomly determine the (x,y) position within a range that accounts for the size of the room being spawned. This will get you big rooms that can be flush with the boundaries of the tilemap without causing small rooms near the edge to have large amounts of space between it and the boundary.

If we assume that the position of a room is in its top-left corner, then the range for its position would be (0, map_width - room_width) and (0, map_height - room_height). And you can still add a margin afterwards.

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