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?
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
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/
What exactly you are looking for? all of this tutorials explains all about procedural generation.
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:
Here is my capx. https://dl.dropboxusercontent.com/u/73836006/generateMap.capx
Issues i'm trying to solve:
shinkan Hope that helps!
newt Hope that narrows it a bit more in terms of what I'm looking for!
Just change the creation from sprite to tilemap tiles
i have even post a capx in the comments for this tutorial which uses a tilemap instead of sprites.
How many rooms. All of the sizes. If they are all connected. Can they overlap... etc.
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Thanks shinkan! I don't know how I missed this. I think this is definitely on the right track.
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.
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.