[PLUGIN] Roguelike plugin - C2 rot.js interface

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  • rexrainbow it works

  • rexrainbow, the plugin that you have mentioned only generates a map and only generates a one type of map. On the other hand, Roguelike plugin allows you to

    1) generate different types of maps,

    2) to do the FOV and pathfinding calculations (discrete in nature and, thus, different from C2 build in plugins for respective functions)

    3) populate rooms, since it gives you the reference to rooms' coordinates,

    4) place doors, since it gives you reference to doors' coordinates

    I hope you see the difference

  • Lunarovich

    Thanks.

    Sorry for another question, where is the link of roj.js?

    Edit: is it? http://ondras.github.io/rot.js/hp/

  • rexrainbow, You're welcome.

    Yes, that is the link.

  • Thanks, I am interesting in the concept of these features in roj.js.

  • Excellent plugin, great job.

  • We can generate different tiles just for the room walls ? (ex : top, down, left, right )?

    like binding of isaac ^^

  • Thankx for this plugin

    Just finishing my first mini game with it for mobile.

    Works Great with intel XDK

  • Thankx for this plugin

    Just finishing my first mini game with it for mobile.

    Works Great with intel XDK

    uhh i was just gonna ask if it works with intel xdk exports... you had no problems ?

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  • Kali

    No problems

  • wuhu - onwards then

  • This is an old topic but I was wondering if someone could help out.

    Once walls are created, I managed to replace their tile-maps with sprites:

    For Each Map Cell->If Roguelike.CurrentCoordinates=#:

    Create WallSprite->Walls.TileToPositionX(Roguelike.parseX(Roguelike.CurrentCoordinates))

    Create WallSprite->Walls.TileToPositionX(Roguelike.parseY(Roguelike.CurrentCoordinates))

    ...but what I need is a castle-like looking level so I need for walls to only 'outline' floor and not 'pile' inside or outside the floors and rooms.

    In short: is there a way I can determine which wall-sprites are surrounded by all four sides with other wall-sprites and then remove them?

    //////////////////////////////////// Found one solution

    Once floor sprites are placed I create a little larger sprite (SpriteT) on top of each floor sprite. Then I check what Wall sprites are in collision with SpriteT and delete the rest of them that are not in collision.

    In this way only the Walls that are 'outlining' Floors are kept in level.

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