[plugin] rex_tmx_importer_v2

Not favoritedFavorited Favorited 0 favourites
From the Asset Store
The I18N (Translation) is a Construct plugin created to translate text in game.
  • Guif0DA

    If you edit map in tiled editor, then you could load map by tmx importer v2. Otherwise, an official array or other datastorage which could index by 2 keys ( X/Y ) is fine, they all could work with my logic mask plugin.

  • I limited the 'area' of the scan to be added into array so now it consumes CPU for just a little moment and then it stops, when the character moves or after a waiting time it scans again around him, this helped a lot with the CPU problem, I guess I'm on the right track... BUT I'm only generating the ground sprites, I need to think about the above things, like trees, etc, doing a second scan for the above objects will be a problem

  • Guif0DA

    If you edit map in tiled editor, then you could load map by tmx importer v2. Otherwise, an official array or other datastorage which could index by 2 keys ( X/Y ) is fine, they all could work with my logic mask plugin.

    Yes I edit the map with tiled editor, but I'm creating an isometric map and transforming the data into an isometric game in the C2

  • rexrainbow

    hi,rex,i have a questions about tmx_importerV2.

    in tmx_importer have a reset tilemap fuction,when i load a json and set to tilemap is work well.

    the questions is,when the layout have more than 1 tilemap object(tilemapA,B,C.....),the reset tilemap fuction always reset the same tilemapA,I can not reset other tilemap,how can i set it? i try pick by uid,pick all,but always reset same tilemap(3times),I will try family later, thank a lot.

  • corpvs2

    I had fixed it, please download this plugin and try again.

  • rexrainbow

    hi,it perfect now,thank very much!!!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • rexrainbow

    hi rex,a simple question,

    can i use the "on each tile"or "TMXImporterV2.TileProp",on tilemap mode?or just can use in tile mode?

    thank a lot.

  • rexrainbow

    hi rex,a simple question,

    can i use the "on each tile"or "TMXImporterV2.TileProp",on tilemap mode?or just can use in tile mode?

    thank a lot.

    Retrieve tile array or expression tile2prop will not create any sprite, they just read data from tmx string. Therefor they could be used with tilemap object.

  • > rexrainbow

    > hi rex,a simple question,

    > can i use the "on each tile"or "TMXImporterV2.TileProp",on tilemap mode?or just can use in tile mode?

    > thank a lot.

    >

    Retrieve tile array or expression tile2prop will not create any sprite, they just read data from tmx string. Therefor they could be used with tilemap object.

    hi thank a lot.

  • rexrainbow

    Is there a way to get the image used in on an object if it's from a tileset? Does TMXImporterV2.TilesetName & TMXImporterV2.TilesetFrame work for objects?

  • digitalsoapbox

    I had re-wrote documents of these plugin, please check them in the first post.

    Tileset name is "Expression:TilesetName", frame index is "Expression:Frame".

  • rexrainbow

    Looking through the documents, it looks like the object doesn't return what tileset image it's using? Or am I reading it wrong? Is there an object equivalent to TIlesetName & Frame that I'm not seeing? And is object flip/mirror supported?

  • digitalsoapbox

    Path of image is Expression:ImageSource. And Expression:TilesetName , Expression:Frame also could be used.

    "flip/mirror" features are "Expression:IsMirrored", "Expression:IsFlipped", returns 1 if flip/mirror

  • digitalsoapbox

    Path of image is Expression:ImageSource. And Expression:TilesetName , Expression:Frame also could be used.

    "flip/mirror" features are "Expression:IsMirrored", "Expression:IsFlipped", returns 1 if flip/mirror

    Maybe I'm doing something wrong? The actions below are what I'm doing, but it's not moving to the correct frame. Tiles seem to work as planned, but objects are using the wrong animation frame.

    In Tiled, a square (using an image from the tileset) is stretched to cover the floor area:

    In-Game, it's going to the wrong frame. It's not staying at frame 0, it's just going to the wrong frame - in this case, frame 18, when it should be frame 10:

  • digitalsoapbox

    Could you provide a very simple test capx for this bug?

Jump to:
Active Users
There are 2 visitors browsing this topic (0 users and 2 guests)