![]() ![]() With our level object creating new levels at execution, we are ready to start rendering them in an isometric perspective. If you were to take your level object, put it into a room, double the room’s size from the starting value and create a tileset layer called “Map”, you should get output similar to what I have. We don’t need to worry about running so many nested for loops here, this is the create event and it is only run once. This is done with another nested for loop through the DS_GRID and drawing the co-responding tile. The final step in this process is to draw the tilemap to the screen. Flag Wallsįor (var yy = 1 yy < id_height - 1 yy++)įor (var xx = 1 xx < id_width - 1 xx++) Walls are assigned by checking if a floor tile is beside a void tile and changing that void to wall however, since this is an isometric game, you only need to assign walls if the void tile is above or to the left of a floor, leaving the rest alone. If (controller_y = id_height -2)Īfter the floor has been created, we can run a nested for loop through the DS_GRID and assign wall tiles. Var y_direction = lengthdir_y(1, controller_direction * 90) Var x_direction = lengthdir_x(1, controller_direction * 90) If (irandom(direction_odds) = direction_odds) Don’t forget to clamp your controller to stay inside your grid or your game will crash. The direction is a random int from 0-3 which we multiply by 90 to get a value of 0, 90, 180 or 270 degrees. Finally we update our controller location by moving it towards our direction. This is done by taking the current X and Y position of our controller, flagging that location as a floor, then we check our odds to see if we change our direction. Next we run a loop several hundred times times to carve out the floor from all of the void space. id = ds_grid_create(id_width, id_height) ĭs_grid_set_region(id, 0, 0, id_width, id_height, VOID) Var tile_map_layer = layer_tilemap_get_id("Map") We are also need a reference to the tilemap layer in the room and a variable to store our odds for changing direction. If you remember how we did it the last time, we start by getting a random seed, setting the width and height of a DS_GRID, creating the DS_GRID, filling the grid with void and creating our controller. With these initial macros taken care of we can go and code the Drunken Walk algorithm in the level object create event. We will need to make a macro for the width and height of our map when it is top down and the width and height of the isometric tiles as well as references to when a cell is void, floor or wall // Macros ![]() Once these objects are created we can make a new script to declare the macros that we are going to be using. The create event of the level object is what will execute the code to generate the level and the render object is going to draw (render) the isometric level in its draw event. Next we can make 2 objects, a level object and a render object. (You can download the sprites that I used for this tutorial here.) Sprites and Tileset has been created The isometric sprite should have an origin of top center. My top down sprites have a resolution of 64 by 64 and my isometric sprites have a resolution of 64 by 96. In a new Gamemaker Studio 2 project we are going to import 2 sprite sheets, a top down sprite sheet that we will use to make a tileset and an isometric sprite sheet that we will convert into frames. The start of this tutorial will seem very familiar if you have followed the Heartbeast tutorial, or if you read my summary of getting this same script to work in Godot. If you feel like you want to continue with me then we can get started. I would highly suggest that you go and watch their tutorials because if you were to do that you would be able to do this all on your own. I have done the leg work that allows these two different tutorials to work together and I am writing this to have the information in 1 consolidated place.īoth Heartbeast and Shaun are better game developers and teachers than I am. Before I get started with this, I would like to state that this project is a combination of the Heartbeast randomly generated dungeon tutorial and the Shaun Spalding Isometric tutorial.
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