Fixing the linear room spawning getting stuck should be pretty easy. Just save to 2 lists, one being the new room exits and the other being the old room exits. This way, if a room cant spawn, you can back track to the last room. Place room --> Overlap Check --> If successfully placed Old Exit (list) = Current Exit (list) Current Exit (list) = placed room exits Place room --> Overlap Check --> If unsuccessfully placed Current Exit (list) = Old Exit (list) - the exit that lead to it being unplaceable Another way could be to make an array of placed rooms, that way if the room doesn't place you can simply refer to the last room in the index and pull the exits from that. You'd have to remove the bad exit from the list, but that should be fine as the currently chosen exit is a reference to one from the last room placed. So you should be able to use the current viable to do that (I think so at least, I could be wrong as I haven't tested this myself)
@@MrMustachio43 Thank you sir! Extremely helpful explanation.. It’s smart to out all rooms into a list, and then go back through it if we are getting collision problems.. Thank you ❤️🙏
Thank you so much for this series, it was the best. I've already expanded a bit on it for my project, added special rooms, different doors and minimap. But yeah, as a base for project it's perfect.
@ cool.. I skipped the collision part of the boss room in this series. I honestly just wanted to finish it up, so it’s a little rushed 😖 But.. It is important lessons for me going forward
Thanks for these tutorials my man! It’s a really good point to work off from! Playing around with various room types can give some really nice and interesting dungeons. Maybe this will even be a part of my game in the future. If so, I’ll put you in the credits Ree, ofc!
@@ilarinikkarikoski4765 Oh, thanks for asking ❤️ Tricky question as I have two main games now. The Adventures of Gorm is on hold for now. I’ve been working on a secret game for 6 months now, and that is going fantastic.. Will be revealed next year 🙏
@@ilarinikkarikoski4765 I really want to complete it. It's just such at huge game, that I need to do other things first to secure time and funding for it
A friendly suggestion to you and everyone who might want to follow this tutorial is to try not to include all the game logic into one blueprint. It's not a good practice and almost always ends up in bad performance. You can instead split the logic between game mode, game instance, game state, player pawn etc. depending on what kind of coding you are implementing. This is also a very common problem with blueprints purchased from the marketplace. They all have their logic in one blueprint and then when you expand on that the project starts loosing in performance.
This is the last part guys. I hope you enjoy it 🙂
Stay tuned for new tutorials in the future
Fixing the linear room spawning getting stuck should be pretty easy. Just save to 2 lists, one being the new room exits and the other being the old room exits. This way, if a room cant spawn, you can back track to the last room.
Place room --> Overlap Check --> If successfully placed
Old Exit (list) = Current Exit (list)
Current Exit (list) = placed room exits
Place room --> Overlap Check --> If unsuccessfully placed
Current Exit (list) = Old Exit (list) - the exit that lead to it being unplaceable
Another way could be to make an array of placed rooms, that way if the room doesn't place you can simply refer to the last room in the index and pull the exits from that. You'd have to remove the bad exit from the list, but that should be fine as the currently chosen exit is a reference to one from the last room placed. So you should be able to use the current viable to do that (I think so at least, I could be wrong as I haven't tested this myself)
@@MrMustachio43 Thank you sir! Extremely helpful explanation..
It’s smart to out all rooms into a list, and then go back through it if we are getting collision problems.. Thank you ❤️🙏
Thank you so much for this series, it was the best. I've already expanded a bit on it for my project, added special rooms, different doors and minimap. But yeah, as a base for project it's perfect.
@@kiisanalt Nice. That is great to hear 🙂 you probably wont need part 5 then 🙂✊
@@reeanimationgaming1034 I've still watched it to see how you did it. I've made my special rooms exactly the same as you did boss room :P
@ cool.. I skipped the collision part of the boss room in this series.
I honestly just wanted to finish it up, so it’s a little rushed 😖
But.. It is important lessons for me going forward
Sad to hear this is the end of the series. Feels weird collecting coins and having nowhere to spend them
@@compatriot852 🙂 Yeah, sorry man 🫣
huh, already thought I left a comment but it seems to have disappeared? anyway, NanceDevDiaries might have a video that can help you about currency
Thanks for this. I just learned this existed so I'll have to go back to see the beginning of the project.
@@d3v1lsummoner Thanks man 🙂❤️
Great Tutorial, thanks you so much.
@@pabloferro2872 Thanks ❤️🙂
Thanks for these tutorials my man! It’s a really good point to work off from! Playing around with various room types can give some really nice and interesting dungeons. Maybe this will even be a part of my game in the future.
If so, I’ll put you in the credits Ree, ofc!
@@ClunkyCreations Haha, thanks 😁✊
Btw, Clunky Creations is an outstanding name! 👌
EPIC!! Thank you!!!
✊
Thanks you so much!!!
@@arcturus2685 ✊
Eventually I caught up and watch this series.
How is your game doing?
@@ilarinikkarikoski4765 Oh, thanks for asking ❤️
Tricky question as I have two main games now.
The Adventures of Gorm is on hold for now. I’ve been working on a secret game for 6 months now, and that is going fantastic.. Will be revealed next year 🙏
@@reeanimationgaming1034 I see. And I meant Adventures of Gorm. Hopefully you find will to complete it eventually.
@@ilarinikkarikoski4765 I really want to complete it. It's just such at huge game, that I need to do other things first to secure time and funding for it
A friendly suggestion to you and everyone who might want to follow this tutorial is to try not to include all the game logic into one blueprint. It's not a good practice and almost always ends up in bad performance. You can instead split the logic between game mode, game instance, game state, player pawn etc. depending on what kind of coding you are implementing. This is also a very common problem with blueprints purchased from the marketplace. They all have their logic in one blueprint and then when you expand on that the project starts loosing in performance.
@@freedomofspeech2100 True ✊
WOW🎉🎉🎉
🥹