Do you have a demo or video ? Because right now I am not sure what would I get, and what's the difference between all the assets that you sell ?
r2d2meuleu
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I do actually !
I worked my way into the tilemap > 3D models on a grid.
What I don't seem to grasp is : how do I get the tilemap from Edgar ?
I know it will be obvious when you'll say it, but, can you give me some pointers ?
Thanks !
EDIT : nevermind, I found it !
I thought that, as var tilemaps = level.GetSharedTilemaps() gave me a list of six, it wasn't that.
But the six elements are the layers used in the room templates, duh.
Will report back when I have a complete working solution.
That'd be great !
Otherwise, once the level is generated, Can I have a way to know what tile was used in a specific position ? (x=1 y=3 for example)
That way, I could write a tool that use the output of Edgar to place the 3D model somewhat "on-top" of the generated 2D level.
All I'd have to do is provide a basic 2D tilemap, and depending on the level I want to generate, provide differents 3D prefab.
That way It'd be forward compatible ?
Edit : while rereading your answer, it seems we are on the same page. If I got it right, I only proposed to still use a 2D tilemap to let Edgar "do his thing", then output via a custom post-processing logic. Am I understanding it correctly ?
Hey, sure. The best example is Enter The Gungeon : https://twitter.com/dodgerollgames/status/593625936131653632
Actually, the levels are generated in 3D. It help about depth, lightning, and not-having-to-do-pixel-math-to-check-if-this-bullet-hit-that-thing.
I am starting to create a roguelike based on it, among other games, and generating such a 3D world is a feature to me.
Basically, can I ouput a 3D model with its pivot point at z=0 instead of a 2D tile ? I can take care of the rest.
Thank you ! :)