Kotlin LibGDX/KTX RPG Tutorial - Part 25 (Automapping)

Channel:
Subscribers:
1,720
Published on ● Video Link: https://www.youtube.com/watch?v=3PX3Ab9-Agg



Category:
Tutorial
Duration: 35:10
673 views
21


This is a tutorial series about game development using Kotlin, LibGDX with LibKTX extensions.
We are developing a small 2D adventure RPG using different technologies like Box2D, GdxAI, Entity Component System or Tiled.

The full source code of the tutorial can be found on github: https://github.com/Quillraven/MysticWoods

Part 25 - Automapping:
In this part we are going to learn how to use the automap function of Tiled to automatically create beautiful terrains with any tileset.

Link to tileset: https://pixelfrog-assets.itch.io/treasure-hunters

Link to automapping documentation: https://doc.mapeditor.org/en/stable/manual/automapping/

Chapters:
00:00 - demo
03:22 - setup rules.txt
08:20 - exclude rules things from final game
09:10 - basic concept to setup rules
12:30 - changes since Tiled 1.9
13:30 - special tiles
15:30 - naming conventions
17:29 - setup of a basic rule
21:20 - setup of remaining rules
25:35 - automap vs terrain functionality
27:42 - setup of a special rule
29:25 - problem with rule toggling
30:25 - solution for toggling by splitting up rules
33:15 - another special rule example







Tags:
kotlin
libgdx
libktx
rpg
tutorial
box2d
gdxai
ai
ecs
entity component system
game development
programming
scene2d
2d
pixel
retro
english
behavior tree
mvvm
model
view
viewmodel
data binding
delegates
delegation
drag and drop
dnd
inventory
items
gear
equipment
automap
automapping
tiled 1.9
tiled