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Procedural dungeon generation systems. Roblox studio Tutorial. 

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28 окт 2024

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@TextChange
@TextChange 9 месяцев назад
Model link :- drive.google.com/file/d/1uaZZTuW1vrR6kcmrKNPkPLxEUbhVvkUP/view?usp=drive_link
@Nemazares
@Nemazares 7 месяцев назад
Can you update it so it infinitely load, like Chunks in Minecraft
@indominusvoids8798
@indominusvoids8798 7 месяцев назад
@@Nemazares Just go down to the last line and replace 500 with math.huge
@Nemazares
@Nemazares 7 месяцев назад
@@indominusvoids8798 math.huge ? Alr ig thx
@TextChange
@TextChange 6 месяцев назад
@@indominusvoids8798 No it's a bad idea because it will cause the game to crash.
@the_jmaster1
@the_jmaster1 6 месяцев назад
e
@OLDACCOUNT_notfireman
@OLDACCOUNT_notfireman 9 месяцев назад
thank you for this godsend of a tutorial and algorithm. its still procedural and yet im still able to build preset rooms, easy to adapt, and your tutorial is informative. definitely using this for my own roguelite, and ill recommend this to others if needed. you earned yourself a subscriber
@TextChange
@TextChange 9 месяцев назад
Thank you
@OLDACCOUNT_notfireman
@OLDACCOUNT_notfireman 9 месяцев назад
np
@cheemsdrip7478
@cheemsdrip7478 6 месяцев назад
i love rougelikes. is the game out yet?
@kif-zallrhat1870
@kif-zallrhat1870 10 месяцев назад
Working on something similar, except I plan to have the rooms connect each other instead of using hallways. Did not expect to find a roblox tutorial, great job! :D
@The_Spirit4595
@The_Spirit4595 6 месяцев назад
im trying to make just rooms aswell but nothing is really happening
@Airsickword
@Airsickword 2 дня назад
@@The_Spirit4595 Why not use this script but make the hallways as rooms?
@BRACERFENIX
@BRACERFENIX 5 месяцев назад
Thank you. This was fun to follow along and procedural generation has so many possibilities.
@TextChange
@TextChange 5 месяцев назад
Thank you
@TextChange
@TextChange 11 месяцев назад
Script :- local ReplicatedStorage = game:GetService("ReplicatedStorage") local AssetFolder = ReplicatedStorage:WaitForChild("Asset") local function Generate(StartingPosition,Maxrooms) local CurrentRoomGenerated = 0 local function Branchout(Model:Model) wait() if Model:GetAttribute("Room") == false then for i,v in pairs(Model:GetChildren()) do if v:IsA("BasePart") and v.Name == "Waypoints" then local NewPosition = v.Position + v.CFrame.LookVector * 4.25 local CheckBox = Instance.new("Part", game.Workspace.Debris) CheckBox.Anchored = true CheckBox.Size = Vector3.new(7.5,4,7.5) CheckBox.Position = NewPosition local partsInCheckBox = game.Workspace:GetPartsInPart(CheckBox) CheckBox:Destroy() if #partsInCheckBox > 0 or CurrentRoomGenerated >= Maxrooms then v.Transparency = 0 v.Material = Enum.Material.WoodPlanks v.Color = Color3.new(0.588235, 0.403922, 0.4) else local NewTilePiece = AssetFolder:GetChildren()[math.random(1, #AssetFolder:GetChildren())]:Clone() NewTilePiece.Parent = game.Workspace.Dungeon local cf = CFrame.new(Vector3.new(NewPosition.X, StartingPosition.Y, NewPosition.Z), v.Position) NewTilePiece:SetPrimaryPartCFrame(cf) cf = CFrame.new(NewTilePiece.PrimaryPart.Position) * CFrame.Angles(math.rad(0), math.rad(NewTilePiece.PrimaryPart.Orientation.Y), math.rad(NewTilePiece.PrimaryPart.Orientation.Z)) NewTilePiece:SetPrimaryPartCFrame(cf) if NewTilePiece:GetAttribute("Room") == true then CurrentRoomGenerated += 1 end coroutine.wrap(Branchout)(NewTilePiece) v:Destroy() end end end else local possibleHallways = { AssetFolder:WaitForChild("Hallway1"); AssetFolder:WaitForChild("Hallway2"); AssetFolder:WaitForChild("Hallway3"); AssetFolder:WaitForChild("Hallway4"); AssetFolder:WaitForChild("Hallway5"); } for i,v in pairs(Model:GetChildren()) do if v:IsA("BasePart") and v.Name == "Waypoints" then local NewPosition = v.Position + v.CFrame.LookVector * 4.25 local CheckBox = Instance.new("Part", game.Workspace.Debris) CheckBox.Anchored = true CheckBox.Size = Vector3.new(7.5,4,7.5) CheckBox.Position = NewPosition local partsInCheckBox = game.Workspace:GetPartsInPart(CheckBox) CheckBox:Destroy() if #partsInCheckBox > 0 or CurrentRoomGenerated >= Maxrooms then v.Transparency = 0 v.Material = Enum.Material.WoodPlanks v.Color = Color3.new(0.588235, 0.403922, 0.4) else local NewTilePiece = possibleHallways[math.random(1,#possibleHallways)]:Clone() NewTilePiece.Parent = game.Workspace.Dungeon local cf = CFrame.new(Vector3.new(NewPosition.X, StartingPosition.Y, NewPosition.Z), v.Position) NewTilePiece:SetPrimaryPartCFrame(cf) cf = CFrame.new(NewTilePiece.PrimaryPart.Position) * CFrame.Angles(math.rad(0), math.rad(NewTilePiece.PrimaryPart.Orientation.Y), math.rad(NewTilePiece.PrimaryPart.Orientation.Z)) NewTilePiece:SetPrimaryPartCFrame(cf) if NewTilePiece:GetAttribute("Room") == true then CurrentRoomGenerated += 1 end coroutine.wrap(Branchout)(NewTilePiece) v:Destroy() end end end end end local StartingRoom = ReplicatedStorage:WaitForChild("StartingRoom"):Clone() StartingRoom.Parent = game.Workspace.Dungeon StartingRoom:SetPrimaryPartCFrame(CFrame.new(StartingPosition)) CurrentRoomGenerated +=1 Branchout(StartingRoom) end Generate(Vector3.new(0,10,0),500)
@____________________________x
@____________________________x 9 месяцев назад
you couldve published this and made the game uncopylock
@tuhin4502
@tuhin4502 9 месяцев назад
you should at least give some effort and follow the tutorial. It would only take 30 minutes to make anyway.
@doinic09
@doinic09 9 месяцев назад
@@____________________________x Or you could've just followed the tutorial and taken only 30 minutes. Hate to say it but actually good games come from effort.
@_Sickk
@_Sickk 9 месяцев назад
Why did you use "SetPrimaryCFrame" Instead of "SetPivot"?
@MGGSpicey
@MGGSpicey 9 месяцев назад
@@____________________________xyou could've just copied a 10 minute tutorial WITH the script published in the comments
@EggsToMe
@EggsToMe 3 месяца назад
This is so well explained, but at the same time you make sure to not overly exlapain it, please make more tutorials i loved this
@windy_zeph
@windy_zeph 10 месяцев назад
We want more videos like this, keep up the amazing work. Hats off this guy!
@gokkertje1682
@gokkertje1682 8 месяцев назад
this guy is a chad, i love how he explains it keep it up!
@TextChange
@TextChange 8 месяцев назад
Thank you
@Nemazares
@Nemazares 7 месяцев назад
True
@ransomha
@ransomha 7 месяцев назад
It was beatiful watching that map generate in such a clean way
@Fynixx
@Fynixx 3 месяца назад
Thank you for the tutorial, was able to change things where i needed to change them and ultimately got exactly the type of dungeon generator i needed, god bless your soul 🙏
@groovyball
@groovyball 10 месяцев назад
i was stuck at figuring how to do pikmin2-like dungeon generation and this helps a ton thanks!!
@ProtoSquam
@ProtoSquam 3 месяца назад
I actually love this video, everything was just perfectly crafted 🤩
@The_Takeout_Samurai
@The_Takeout_Samurai 24 дня назад
underrated AF, this is exactly what I needed and more
@TextChange
@TextChange 21 день назад
Thank you
@YorktownClass
@YorktownClass 6 месяцев назад
Once i heard AI voice I was gonna switch to another video, but you explained this perfectly and in a clean way, I got so fed up of those AI content creators that spread pure bullshit. But you're far from that, you earned a subscriber.
@TextChange
@TextChange 6 месяцев назад
Highly appreciate your support. 🖤
@BasilLikesScripting
@BasilLikesScripting 10 месяцев назад
thanks for the tutorial! gonna make some little guys and enemies to go through a mini dungeon and have them make their way to the end randomly
@TextChange
@TextChange 10 месяцев назад
Glad I could help!
@Tybeef
@Tybeef 9 месяцев назад
Underrated video, TTS with well typed explanation was great
@oofytoty
@oofytoty 10 месяцев назад
Roblox tutorials are underrated in general but this tutorial is VERY underrated.
@arobloxmirror5570
@arobloxmirror5570 10 месяцев назад
this is perfect tutorial for people who starting off scripting but have only learnt the basics, hope you make more videos
@Microbex
@Microbex 10 месяцев назад
Man, you are the best! Subbed. Happy New Year Mate. 🎉☺️
@TextChange
@TextChange 10 месяцев назад
Happy new year!
@Zik_isi
@Zik_isi 9 месяцев назад
Although it relies on some krutches, this is an interesting concept of generating!
@SlateAlloy
@SlateAlloy 9 месяцев назад
Hey y'all, if you're having trouble with generating rooms and it tends to bug out having weird rotations, make sure to make all the primary parts of every room ( except the starting room ) face the direction of the empty waypoint direction ( starting room just faces the direction of the waypoint )
@SlateAlloy
@SlateAlloy 9 месяцев назад
@c00lbaconn what controls the empty spaces is the courotine.wrap(branchout) function, if all of the preset rooms are in the right order it should work as intended because it still generates them all the exact same way, aligning to the orientation of the openings in the hallways
@tifiyn640
@tifiyn640 28 дней назад
Hey, quick question... What addon do you use to make the roblox build tools like that?
@multistronomy
@multistronomy 8 месяцев назад
oh my god dude you won't believe how long i've been looking for a tutorial like this. similar to how lethal company generates it's rooms. thank you so much dude lmao
@swordlegend3256
@swordlegend3256 9 месяцев назад
3:07 you can do fn + left click or alt+ left click to select a single part from a model
@TextChange
@TextChange 9 месяцев назад
Good to know. Thank you
@swordlegend3256
@swordlegend3256 9 месяцев назад
also you coud use random:NextInteger instead of math.random if you want pesudorandom generation@@TextChange
@swordlegend3256
@swordlegend3256 9 месяцев назад
btw you didnt have to make 11 presets you coudve gone with 2. with the same result@@TextChange
@tuhin4502
@tuhin4502 11 месяцев назад
Thank you man ! Great tutorial
@samuelwhite7030
@samuelwhite7030 6 месяцев назад
its a great heavily customizable inexpensive system really cool man
@TextChange
@TextChange 6 месяцев назад
Thank you. Consider subscribing
@EliAnimation-p3g
@EliAnimation-p3g Месяц назад
Now this is a respectful tutorial ,even you ve put the kit of it
@TextChange
@TextChange Месяц назад
@@EliAnimation-p3g thank you. A sub would be appreciated
@Unknown-ym3ds
@Unknown-ym3ds 8 месяцев назад
Hey I have a request for you, can you explain wave function collapse algorithm to make random generation of a map? You do a lot of effort on your videos, thanks for making these videos.
@TextChange
@TextChange 8 месяцев назад
I would try my best. Thank you
@Unknown-ym3ds
@Unknown-ym3ds 8 месяцев назад
​@@TextChange Thank you for accepting my request, it will do a lot of help, I can't thank you enough, you made my day. It would be appreciated if you make the terrain like this ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-PTwqUfjFsac.htmlsi=gpckP_Rwxp5XTUJ- . If you don't know about it or have no idea then you can get an idea with this ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-MyMbbmWVCDw.htmlsi=1aoECPQRC0nua9E0 . Please help me if you could, my clueless brain can't figure out how to start.
@Unknown-ym3ds
@Unknown-ym3ds 8 месяцев назад
@@TextChange Thank you for accepting my request, it will do a lot of help, I can't thank you enough, you made my day. It would be appreciated if you make the terrain like this ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-PTwqUfjFsac.htmlsi=gpckP_Rwxp5XTUJ- . If you don't know about it or have no idea then you can get an idea with this ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-MyMbbmWVCDw.htmlsi=1aoECPQRC0nua9E0 . Please help me if you could, my clueless brain can't figure out how to start.
@fish_alt
@fish_alt 10 месяцев назад
Great tutorial, and I've been looking for this for so long! I would just recommend a different voice...
@suupe4453
@suupe4453 8 месяцев назад
i like your pfp
@fish_alt
@fish_alt 8 месяцев назад
@@suupe4453 thanks! i love yours, it’s very original
@oleNikolic
@oleNikolic 2 месяца назад
Thanks for trying to respond to everyones comments, thats really nice! I wanted to ask you how much did you practice to get to this level of scripting?😅
@TextChange
@TextChange 2 месяца назад
@@oleNikolic I'm doing script for 3 years now. Just take easy and slow, you will reach my place in no time.
@oleNikolic
@oleNikolic 2 месяца назад
@@TextChange How old are you, im asking because im curious about if school stopped you from learning scripting sometimes, because of homework study or other things😅
@TextChange
@TextChange 2 месяца назад
@@oleNikolic I recently graduated from college. you don't need to script 24 hours a day. usually I scripted only for 2~3 hour a day. just think it as playing game.
@hufgerbad6021
@hufgerbad6021 5 месяцев назад
I wish there was a video like this but for just normal unity
@TheBloodThirstyvamp
@TheBloodThirstyvamp 3 месяца назад
It seems the code breaks when I apply it to my own rooms with bigger and more complex sizes. Any fix for this?
@TextChange
@TextChange 3 месяца назад
Well, without any information it is really hard to tell what is wrong with your model. But i assume you have different size rooms. This is a problem because this system wasn’t created to handle room with different size. You have to make sure that your all rooms are same size
@--Brick--
@--Brick-- 3 месяца назад
I haven't finished the tutorial yet but it says SetPrimaryPartCFrame() is deprecated 6:05 so instead I'm using Model:Pivot() which is the same thing. Also from what I've seen you can put most of this in a module script
@TextChange
@TextChange 3 месяца назад
Yeah SetPrimaryPartCFrame() and Model:Pivot() is the same thing. It Just that I'm Used to using SetPrimaryPartCFrame(). And yeah you can use module script but i didn't wanted to make this more complicated.
@chargemannyn2918
@chargemannyn2918 2 месяца назад
Very clean and simple system for dungeon generation, though I have to ask, what's plug-in you use for tracking how many studs you scale/move a part with in the video? Appreciate you sharing your work, and am looking forward to future videos!
@TextChange
@TextChange 2 месяца назад
I Didn't use any plugin, it was there by default.
@Airsickword
@Airsickword 2 дня назад
So I'm new to making things on roblox, if the Room/hallway has script based items(ex: doors) would I have to keep the scripts in the Room/Hallway to be replicated or would it be kept seperated
@Rexexcraft
@Rexexcraft 10 месяцев назад
only 21 subscribers? you deserve way more
@Wendy-ib4sp
@Wendy-ib4sp 10 месяцев назад
HOLY COW YOU ARE SO UNDERATED! 100% Subbing.
@ThatBeenuxGuy
@ThatBeenuxGuy 5 месяцев назад
Hallways are overlapping with the rooms and becoming quite messy. There are also times they spawn under the map and rotated. do you have an idea on what the problem is?
@TextChange
@TextChange 5 месяцев назад
What did you do? 😂 the overlapping is happening because you scaled up asset. After scaling you need to follow this part 6:35. And i don't know why they are spawning under the map and rotated
@ThatBeenuxGuy
@ThatBeenuxGuy 5 месяцев назад
​​@@TextChangets no longer overlapping, I put the primary part to the floor instead of the actual middle of the room so my bad. I'll try to experiment around in the angles to fix it. Thanks for the tutorial
@ThatBeenuxGuy
@ThatBeenuxGuy 4 месяца назад
Hey what should I do if there are two empty spaces with no waypoints? Also sometimes the rooms aren't on the same y level
@DEZERKER63
@DEZERKER63 8 месяцев назад
i love this tutorial, please keep making more of these, using and explianing the terms was also very nice, also how do you add Z levels to a system like this?
@TextChange
@TextChange 8 месяцев назад
Maybe make diagonal hallway that will work as a staircase. That should do it
@Ninjalordsalt
@Ninjalordsalt 4 месяца назад
for some reason when mine runs it generates the start room and a part that is put in the debris folder and i think its supposed to be the checkpart but it appears under my starting room and like close to the primary part's x & z coords. im getting no errors and idk what i did wrong. ive set all my primary parts and waypoints to the correct direction and made sure they have the right names. Ive called all the functions and done basically everything said in any other reply under this video. is there something i missed with the checkbox part of the video or is it something else?
@TextChange
@TextChange 4 месяца назад
Maybe you messed up the coordinates. It is really hard to say what is wrong with your code. Maybe you should try the model i have provided in the description.
@fearlesswee5036
@fearlesswee5036 2 месяца назад
Pretty nice, and very fast. Btw, how could I go about having "specialty" rooms, ensuring that they are always placed somewhere in each dungeon? Like if I were to have say, a shop, and I wanted to make sure each dungeon has a shop. Of course I could just make it so the generation will check if it has placed a "shop" room already or not, and if yes, then exclude the shop from the usable tile pool, but otherwise it's entirely up to the mercy of RNG if a shop room is chosen. Then at the end of generation, if it sees that no shop room was placed, it'll regenerate the dungeon, repeating until it successfully places a shop. Now this will "work", but it's definitely not ideal, and becomes an exponentially bigger problem the more "special" rooms that are desired. Since if there's only 1 specialty tile, chances are the dungeon will end up having it. But if there's say, 5 specialty rooms I want each dungeon to always have somewhere in their layout, there's a much bigger chance one of them gets missed and the entire dungeon will need to regenerate. And it may be possible the dungeon will need to regenerate a dozen times, leading to a long wait time for players.
@TextChange
@TextChange 2 месяца назад
@@fearlesswee5036 here what you could try. Once all rooms are generated, list all rooms that have the same number of waypoints as your shop room. For example, if your shop room has 4 waypoints, find all rooms with 4 waypoints. Randomly pick one from this list and replace it with your shop room. If you want to have more then one shop room then repeat these steps in a for loop. It is still not ideal, because it is still dependent on RNG. Lets say you want 3 shop room (shop room has 4 doorways) But there are only 2 rooms with 4 doorways. You see the problem now? How to fix it? Instead of making special rooms, you should have your shop as a separate model. Now you can just select a random room from the dungeon and position your shop in that room. It is fast and easy method
@fearlesswee5036
@fearlesswee5036 2 месяца назад
@@TextChange Well the "shop" would be a defined room, for a special layout + set dressing. I plan to use large 100 stud tiles to have a lot of room for the room/hallway layout to deviate. So like a 4-way intersection might not be a straight path, but have more twists/turns. I didn't even think of placing them *after* the dungeon generates; finding a random 4-way room for example and replacing it with the special room. That's very smart. I could also probably use this to put an "exit" or "end room" for the dungeon, using a basic magnitude check to exclude room tiles too close to the start. Thanks for taking the time to respond and the tutorial!
@OFnoxy
@OFnoxy Месяц назад
this is so cool, thank you
@Managlyph
@Managlyph 8 месяцев назад
Great tutorial!
@Balth9
@Balth9 10 месяцев назад
Very good tutorial, Subbed!
@ROBERTNGUYEN-t7x
@ROBERTNGUYEN-t7x 7 месяцев назад
do you know of a way to create unique rooms? (like have only one boss room in the entire dungeon)
@didist9065
@didist9065 3 месяца назад
hey i know this video is old, but how do i get that thing where your mouse tells you where on a part you are.
@TextChange
@TextChange 3 месяца назад
@@didist9065 I actually don't know. It was there by default.
@the_actual_alex
@the_actual_alex 3 месяца назад
this is so good! just one question, is it possible to add other rooms that also spawn just one time in random positions?
@TextChange
@TextChange 3 месяца назад
@@the_actual_alex yeah it it possible. It will be a little hard work, so bare with me. First thing you need to do to make your room. And place it somewhere else. And then after generation process is complete, you have to make a table/array of all the room with the same amount of doorways as your intended room. For example, Let's say your intended room has 2 door ways. So you will make a table of all the room with 2 doorways that were generated. Now choose a random room from that array and replace it with your intended room. There are many other ways to do it. But this was the first thing thar came in my mind
@the_actual_alex
@the_actual_alex 3 месяца назад
@@TextChange 🙏
@Eldamian0
@Eldamian0 5 месяцев назад
Could you make a V2 of this tutorial that explains how to make a procedurally generated dungeon or city (whatever) with rooms of varying scales and roads of different sizes? Like you could have a room of 12x18 or 6x8 and roads of 8x3 or 15x3
@the_actual_alex
@the_actual_alex 3 месяца назад
he said in another reply you can achieve this by making the tile as big as your biggest room size, then make a bunch of halls that look like multiple smaller halls combined
@TextChange
@TextChange 2 месяца назад
Ah thank you for doing my job 😅. I really appreciate that
@furiousgoober
@furiousgoober 7 месяцев назад
is there a way to make it choose through different types of dungeons? like different colors of walls and floors, and maybe like make the rooms and hallways be restricted to a big box like zone?
@TextChange
@TextChange 7 месяцев назад
Of course, after all possibilities are endless! it may not completely satisfy your needs, here are some ideas to consider. To confine dungeon generation within a specific area, you can implement a check during room spawning to ensure the chosen coordinates fall within the designated zone. For instance, let's designate an area within 200 studs from the origin (0,0) in each direction. When spawning a room, verify if the selected coordinate satisfies the conditions: (Vector3.X = -200) and (Vector3.Z = -200). If these conditions are met, proceed with generating the room; otherwise, transform the waypoint segment into a wall. (Assuming you're referring to themed dungeons like jungle or desert) Now, for different types of dungeons, organize themed rooms and hallways into separate asset folders. For instance, create a folder named 'Jungle' containing jungle-themed assets exclusively. Then, introduce a string value (let's name it "themevalue") to determine the appropriate asset folder dynamically. Here's an example: local assetFolder = ReplicatedStorage:FindFirstChild(themevalue.Value) I hope this guidance proves helpful! If you found it useful, consider showing support by liking the video and subscribing to my channel-it truly motivates me.
@PoppinCorn
@PoppinCorn 3 месяца назад
Now you have to do another one where it’s a chunk loader that saves and unrenders/renders chunks!
@TextChange
@TextChange 3 месяца назад
@@PoppinCorn That's a great Idea.
@PoppinCorn
@PoppinCorn 3 месяца назад
@@TextChange would love to learn how to do this for procedural dungeons. even a dungeon series tutorial would be awesome since there aren’t any on youtube.
@tearer.
@tearer. 9 месяцев назад
How long did it take you to learn from scratch to this level of advanced lua scripting? It’s honestly amazing, I’m currently learning lua and I started a week ago, for now I only know the keywords, I have no idea how I can use this stuff I’m learning 💀
@TextChange
@TextChange 9 месяцев назад
Im actually script for some years, keep it up and you will be a advance scripter in no time
@Waffle0000
@Waffle0000 6 месяцев назад
So is this how poeple make there doors game random?
@colin_the_protogen
@colin_the_protogen Месяц назад
as far as i know doors doesn't use this form of dungeon gen with multiple branching paths and is usually just one path with side rooms (minus.. like 1 room in the mines and maybe something with the mines seek chase)
@rxdact
@rxdact 27 дней назад
@@colin_the_protogen Doors uses a similar system probably but it has more straightforward rooms. The difference is in random events and itemspawns, which also happen on their own thread isntead of being predetermined in the room itself.
@SerialdesignationNreal
@SerialdesignationNreal День назад
Hello there I’ve tried to scale up the rooms from your dungeon download thing and the gen broke
@reecat4535
@reecat4535 6 месяцев назад
WE'RE CREATING THE BINDING OF ISAAC IN ROBLOX WITH THIS ONE
@TextChange
@TextChange 6 месяцев назад
Good luck
@reduvicemaster
@reduvicemaster 4 месяца назад
what real chads do is learn
@TextChange
@TextChange 4 месяца назад
That's true
@reduvicemaster
@reduvicemaster 4 месяца назад
@@TextChange then why did you say "be a chad and copy & paste the script" in the video
@TextChange
@TextChange 4 месяца назад
@@reduvicemaster 😅 People often use the code without understanding it, then mess it up and complain that it doesn't work. It's a sarcastic way of saying, 'Just take the code and get out'. If you take a look at the comments on this video, you will understand what i mean.
@reduvicemaster
@reduvicemaster 4 месяца назад
@@TextChange but it's good to learn. I'm not talking further anymore now
@ProSureString
@ProSureString 2 месяца назад
I had this same question. Chads are people that understand what they do fully.
@midoriiiii34
@midoriiiii34 4 месяца назад
An issue is you never put where to specify Maxrooms. Now infinite rooms are generating and I can't cap it.
@TextChange
@TextChange 4 месяца назад
8:41 at the bottom, when calling the generate function, the second parameter is the maxrooms. As this was a kind of advance tutorial, i assumed people would get it easily
@OProvedorDeServiços
@OProvedorDeServiços 6 месяцев назад
I think I got a jumpscare from the captions
@TextChange
@TextChange 6 месяцев назад
How?
@pixerking
@pixerking 9 месяцев назад
Cool, but how to make spots in rooms with random objects spawn there like paintings on walls and otheres
@pixerking
@pixerking 13 дней назад
Just make the same rooms with different decos and place in folder
@Trazor_
@Trazor_ 10 месяцев назад
Amazing tutorial!
@thecheeseclanwastaken
@thecheeseclanwastaken 9 месяцев назад
Thanks Alot! it works.
@Ankibank2000
@Ankibank2000 4 месяца назад
is there a work around for the room amount becoming too low? I've once gotten rooms in a 2x2 because they ended up connecting that way even though the max amount of rooms was around 1000 and I really would like for this not to happen.
@TextChange
@TextChange 4 месяца назад
Try the model i have provided in the description. I had solved that problem after the video was released. And i didnt bother mentioning. Sorry about that
@Puppeette
@Puppeette 9 месяцев назад
0:44 hallways and rooms look a little small... I'm assuming from that time mark I commented, that the space is 4 blocks wide?
@Puppeette
@Puppeette 9 месяцев назад
Well 1 stud is roughly 1 foot lol
@TextChange
@TextChange 9 месяцев назад
Yes I already said it in the video, it is even smaller then a player
@link9235
@link9235 4 месяца назад
How would I make it so I can have different sizes of rooms? Like what if I have a REALLY long hallway, but also a really small hallway? I tried doing the size thing but that doesn't seem to work at all.
@TextChange
@TextChange 4 месяца назад
You can do it if you can somehow make it possible so that Every rooms and hallways can be placed adjacent to each other. I really can't explain it to you without a separate video.
@The_Spirit4595
@The_Spirit4595 6 месяцев назад
Could someone help me with making certain waypoints connect the map into a loop
@krimdoff5956
@krimdoff5956 8 месяцев назад
Hello, I noticed a slight difference between the video and the Place that you left under the video. In this place, your PrimaryPart is invisible and does not exist as a child object in the room. Do I have to do this in my Place? I just don’t know how, because you didn’t specify this in the video
@TextChange
@TextChange 8 месяцев назад
Is the generation broken in the model that i provided? Anyway if there aren’t any PrimaryPart in any of the room and hallway the kindly make one as shown in the video. Being invisible or not does not matter
@krimdoff5956
@krimdoff5956 8 месяцев назад
@@TextChange Actually no, everything works as expected, I just noticed this little thing, I thought it affects something
@Anzeljaeg
@Anzeljaeg 5 месяцев назад
This is impressive indeed
@Connor_McBride
@Connor_McBride 2 месяца назад
I found this video really informative and helpful! I'm new to Lua and Roblox Studio, and I was testing your script with some custom rooms I built, and I'm getting an error I don't know how to fix. Upon running the game only the starting room generates, and I get this error message: Model:SetPrimaryPartCFrame() failed because no PrimaryPart has been set, or the PrimaryPart no longer exists. Please set Model.PrimaryPart before using this. I will note that I trimmed your code to remove all the mentions of the 'room' boolean attribute because my game is trying to generate only rooms, no halls. Is there something obvious I'm likely missing or is there something I could try?
@TextChange
@TextChange 2 месяца назад
you forgot to set the "Primarypart" property of you rooms. make sure to follow these steps 1:10
@Connor_McBride
@Connor_McBride 2 месяца назад
@@TextChange Thank You! That fixed one of the many bugs lol. I just assumed the part had to be named PrimaryPart and I didn't see that you had changed the property in the video. Again, thanks for this amazing tutorial!
@How2MagicMan101
@How2MagicMan101 8 месяцев назад
I’m very confused on how to scale up these rooms and hallways, because every time I do, it breaks the generation.
@TextChange
@TextChange 8 месяцев назад
When you scale up make sure to you calculated the distance of the waypoint and primarypart
@How2MagicMan101
@How2MagicMan101 8 месяцев назад
@@TextChange so sorry for asking but is it possible to add custom textures/decals to the walls and floors? The script breaks easily whenever I try to
@ziplocksadventures2321
@ziplocksadventures2321 9 месяцев назад
its a good tutorial but i think its a little to fast because sometimes i have to slow down the video to 0.25 a second for some parts
@TextChange
@TextChange 9 месяцев назад
Im really sorry about that. I had to speed up the video because it was getting too long
@tunamursofficial
@tunamursofficial 7 месяцев назад
thx bro! i love u!!)
@gaminwbd
@gaminwbd 9 месяцев назад
I got the starting room to spawn but nothing else spawned around it. I saw that there were two scripts, one in workspace called, "Script" and one in Replicated First called "Nothing is here" which do I put the code in? Is anything supposed to be unanchored?
@TextChange
@TextChange 9 месяцев назад
You might have forgot to call the branchout function. Replicated storage's script is the previous script that i tested and its disabled.
@gaminwbd
@gaminwbd 9 месяцев назад
@@TextChange how would i call out that function? What code at what line
@TextChange
@TextChange 9 месяцев назад
​@@gaminwbdcheck description or new pin comment😊
@LeapInno
@LeapInno 10 месяцев назад
Super super nice strategy.
@collossuss96
@collossuss96 6 месяцев назад
Hey do you have a discord or something? This tutorial is so cool but it's hard to make my own world generation based off this because I'm not sure how to limit it's reach or anything... would love to speak to you about it
@TextChange
@TextChange 5 месяцев назад
My channel isn’t so big, so i never considered about discord or anything. Maybe in the future.
@fakeorfeus
@fakeorfeus 9 месяцев назад
good tutorial! but i have a problem, the starting room is generating but not the rest of the room's how can i fix this?
@fakeorfeus
@fakeorfeus 9 месяцев назад
i forgot to say that there's no errors
@TextChange
@TextChange 9 месяцев назад
Make sure you rotated the waypoint and primarypart to face the correct direction. Also check if you called the branchout function
@Illumina1414
@Illumina1414 7 месяцев назад
chatgpt description is crazy😭😭😭
@Mr.Konstig
@Mr.Konstig 9 месяцев назад
I got the script to work now. But for some reason, nearly all waypoints are turned into dead ends. Even if it isn't a dead end. Is anyone else experiencing the same issue?
@TextChange
@TextChange 9 месяцев назад
If you still have that problem then you can get the model now. Link is in the description and in the pin comment
@joejoyce6510
@joejoyce6510 9 месяцев назад
Can you tell me the plug in or setting used to show the stud / size when scaling a part?
@GWDGV
@GWDGV 8 месяцев назад
hey can you tell my why when i create my own rooms with the exact same scripts and everything it says "attempted to index nil with Position"
@GWDGV
@GWDGV 8 месяцев назад
when i try to find the distance
@TextChange
@TextChange 8 месяцев назад
maybe you forgot to set the room's "PrimartPart" property. Make your you have the primarypart and waypoint part where they need to be.
@GWDGV
@GWDGV 8 месяцев назад
@@TextChangeI just resized, remodeled, and retextured your builds and adjusted the distance manually between them so W
@DraKo_free
@DraKo_free 3 дня назад
How can I chance the chance of certain rooms spawning
@the5thber
@the5thber 6 месяцев назад
Nice Tutorial! I was just wondering if you know how to make a limit on how many rooms are generated. Please & thank you.
@TextChange
@TextChange 6 месяцев назад
There is already a limit to how many rooms will be generated. At the very bottom of the script where the generate function is being called. The 2nd parameters is the number of rooms you want to be generated. Liking and subscribing is highly appreciated
@popuitwe1
@popuitwe1 16 дней назад
You just give me the idea of the game to make
@pianoman5259
@pianoman5259 6 месяцев назад
man i even copied the exact code from the comments after typing it all out myself and it still didn't work for me, only generated the starting room and then gave nothing in the output console
@TextChange
@TextChange 6 месяцев назад
Try the model provided in the description and in the pin comment.
@pianoman5259
@pianoman5259 6 месяцев назад
@@TextChange alright I will, hopefully it works because I love the idea
@bangbashtoday
@bangbashtoday 4 месяца назад
could this theoretically be repurposed for a constant generation of tiles infront os something like a vehicle that move backwards
@TextChange
@TextChange 4 месяца назад
Sorry, Didn't understand what you meant
@thecheeseclanwastaken
@thecheeseclanwastaken 9 месяцев назад
How would i be able to script it so it would connect to a part already in the map like a checkpoint to the next area?
@TextChange
@TextChange 6 месяцев назад
Sorry man. This dungeon is designed to be random. I don't know how to do that
@seka64_
@seka64_ 5 дней назад
is there a way to remove the hallways?
@imButterGuy
@imButterGuy 2 месяца назад
Hi i just remodeled the models and when they generate the room without a waypoint (Room1) keeps it from finishing and it resets Can you help?
@TextChange
@TextChange 2 месяца назад
@@imButterGuy In our generation process, waypoints are crucial. If there are no waypoints in the workspace, the generation of rooms or hallways can’t continue. Waypoints help us know where to place new rooms and keep the generation going. So make sure all the room in your asset folder has at least one waypoint.
@yumaa4612
@yumaa4612 10 месяцев назад
Yo great video man this really helped me out, how would i go about adding varying room sizes for example a big hall room (For players to fight in) and multiple starting rooms that connect to each other with in the dungeon?
@TextChange
@TextChange 10 месяцев назад
Heres some idea! Your tile size and checkbox size should be same as the biggest room. Now make smaller room and in the doorway try adding some parts so that the doorways match when rooms and hallways are placed side by side.
@yumaa4612
@yumaa4612 10 месяцев назад
@@TextChange thank you for the help ill try implement that now!
@Dingleberry540
@Dingleberry540 9 месяцев назад
backrooms bout to be crazy
@AfrosCanBeCool
@AfrosCanBeCool 3 месяца назад
i’m actually making a backrooms game using this lol
@KarlSpark
@KarlSpark 5 месяцев назад
How to make it bigger?
@vipont7036
@vipont7036 8 месяцев назад
A question, the PrimaryPart have to be exactly in the middle of the room ?
@TextChange
@TextChange 8 месяцев назад
Yeah.
@uhm....
@uhm.... Месяц назад
hey i know this tutorial is old but i want to know how to make it only generate once because its kind of annoying
@TextChange
@TextChange Месяц назад
Can you explain further? I didn’t get what you want
@Clearussy
@Clearussy 11 месяцев назад
NEXT EP PLEASE
@OLDACCOUNT_notfireman
@OLDACCOUNT_notfireman 9 месяцев назад
what if in a scenario one of the hallways have a waypoint that directly points towards the starting room, and as it already reached a max rooms limit it would try to generate a shop room INSIDE the starting room. is there a way to prevent this?
@TextChange
@TextChange 9 месяцев назад
What? I don’t know what are you talking about. But if you are concerned about room overlapping then don't worry. This system will not overlap rooms.
@uru4123
@uru4123 Месяц назад
for some reason it wont continue past one, and the checkbox generates not infront of the room. can you please help?
@TextChange
@TextChange Месяц назад
Make sure your waypoint parts are facing the right way. Try to find any errors in the checkbox generation code.
@uru4123
@uru4123 22 дня назад
@@TextChange hey uh i remade this script, do you want it?
@thatgmoddude3916
@thatgmoddude3916 8 месяцев назад
i keep getting starting room errors. my primarypart is in the middle of the room. I tried taking yours and upscaling it and yet it still does not work. Any fix?
@TextChange
@TextChange 8 месяцев назад
Maybe starting room Isn't in the replicated Storage. Without the error massage i can't understand what might be the problem
@thatgmoddude3916
@thatgmoddude3916 8 месяцев назад
@@TextChange sorry i forgot to give it you the error message is just running(x4) retrying and the door will just be blocked
@guyonyoutubee
@guyonyoutubee 9 месяцев назад
"you own version"
@TextChange
@TextChange 9 месяцев назад
'Your own version' 😅
@strawberrypie7203
@strawberrypie7203 8 месяцев назад
what is the name of the TTS that you use?
@Fickil1i
@Fickil1i 6 месяцев назад
how do i fix where the rooms do not generate at all (except starting room)
@TextChange
@TextChange 6 месяцев назад
Well there are many ways this can be done. But the simplest way is to place something(like a part) Where you don't want to generate the rooms. Because when the algorithm check for occupancy it will detect the part and will not generate there anymore. But this can be really annoying because its has to done manually.
@MehmetKayraSipal
@MehmetKayraSipal День назад
How to make it not endless?
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