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Messages - Ljacobs

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Support / Re: Changing individual tiles at runtime
« on: August 06, 2013, 07:19:52 pm »
I'm working on a roguelike, and the hardest part has been doing the map gen in Unity :)

My aim was to generate in code an x by y grid of tiles, each of which I could treat as a ndoe for pathfinding, and the sprite of which I could change (along with flipping some variables-) and then get a lot of mileage out of each tile.

My main goal is to be able to make a roguelike, tile map so without buying something like map and nav, which is reasonably priced, but too much for me right now.

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Support / Changing individual tiles at runtime
« on: August 02, 2013, 08:29:28 pm »
Hello,

I'm using 2D Toolkit with Playmaker and it's been very useful.

I've used it so far to make  a FF style side battle system, but now I'm moving on to a roguelike.

I'm having a bit of difficulty using 2D Toolkit to make the map.

Here's the end result I'm looking for.

An array of x,y coords, where each x,y is a separate tile. The default tile is Wall.

When I generate a map procedurally I want to on a tile by tile basis swtich tiles as needed. For instance, when I create a small room, change 9 of those tiles to be changed to Floor.

I've researched the logic structures, and I'm confident on that, I'm just not clear on how to use 2D Toolkit to do this.

Any advice?

Thanks,
-Luke

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