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