Binding of Isaac Procedural Dungeon Generation Part 5 - Unity 2019 Beginner Tutorial

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This video hashes over a bug fix from the previous video as well as go through removing unnecessary doors from each room! Oh and did I mention boss rooms :o

Track Name: "Watching The Clouds"

#Unity #Tutorial #GameDevelopment
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I know the video is pretty old, but if anyone is having trouble with the part about disabling doors that don't have a room through them, what I did to get it working was in the switch that defines each door, the one that is leftDoor = d; after defining the door I added it to the doors list, doors.Add(leftDoor), and that worked for me.

christianvelani
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15:31 tutorial on that? also loved to see the shop and maybe a item room too

seraphimsarecoool
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If you notice, the doors don't get removed until after the scene is visible to the player. To fix this, in RoomController.cs, change the loadedRooms variable to:

public List<Room> loadedRooms { get; } = new List<Room>();

In Room.cs delete the Update() function.

The in DungeonGenerator.cs at the end of the Start() function add:

foreach (Room room in

celinedrules
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I found a really weird bug on this that made all of the rooms fail to spawn. The extra scenes get loaded, but none of the rooms get added to the room controller and none of them appear in the hierarchy. It seems to come from the code done at the beginning to prevent rooms from overlapping each other.

It looks like the issue happens if the ! on the if() statement is missed.

Although I am curious if the extra loaded scenes could cause issues. My end result of rooms is in the correct amount, but the number of total scenes loaded far exceeds it.

Speeds_Gaming_Corner
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Nice tutorial. Where and how did you learn all of this :) ?

johannaavala
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Is there a way to remove walls that are on top of doors? I'm trying to figure that out.

thedude
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Thanks for the video. I have another question ... It does everything correctly but I have on either side of the room a door anyway to fix that ?? thanks for the help and keep up the vids <3

YessVideos
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I know I'm kinda late but for some strange reason sometimes my RoomController size is 18 or 23 even though iterationMin is set to 10 and iterationMax set to 15. Not really a big deal but I'm just curious how to fix it and what might be the cause.

Artic
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I have a problem. End room is spawning in the start room location. Why?

ProExCurator
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The Doors dont seem to be removed right
Sometimes there are rooms nearby and it still removes the door to it

dotlof
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Just wondering about the multiple types of rooms at 14:00 Didnt quite understand

jerzyfice
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how would i do this if i used one tilemap for all doors in the room?

timenetreviews
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When i followed everything but the doors WILL NOT DISAPPEAR!

bigd
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What is the point of this code in the Room class:

public Door topDoor;
public Door leftDoor;
public Door bottomDoor;
public Door rightDoor;

You use it in the switch statement

switch(d.doorType)
{
case Door.DoorType.right:
rightDoor = d;
break;
etc...
}

However these variables are never used anywhere including the video that follows.

celinedrules
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13:58 if it's so simple than why haven't you done that lol

seraphimsarecoool