Tilemap tile collisions broken in r152?

0 favourites
From the Asset Store
Each tile 64 by 64 pixels - Ultimate Tile Set for your awesome games
  • I've been trying different methods for drawing the ground surface in a lander type game I'm working on. When I saw the release notes for r152 and the tilemap implementation here scirra.com/blog/ashley/3/tech-blog-tilemap-tidbits

    I thought it would be ideal.

    In this blog Ashley says that spaces/non-tiles are not used for collisions, but for me, I can only get the collision box to be the entire tilemap object.

    I've tried changing every setting I can find but I cannot get the collision boxes to be "tiles only". Is this broken in r152?

  • Is trying to create an event that is used all over the map?. Is it?.

  • I'm sorry, I don't understand what you mean.

  • Post a .capx, it was working fine last I tried.

  • works perfectly for me.

    I use collision with TileMap for my little project, and work very good.

    https://dl.dropboxusercontent.com/u/164459914/Akuji%20The%20Demon/index.html

  • Rather than stripping everything out of my existing project I've started a new project, put a tilemap object in, drawn a few tiles in it and set the interface to show collision boxes.

    dropbox.com/s/3wgoub1c7he21uh/Tilemap_whole_object_collision.jpg

    Edit: The forum image code doesn't work so I can't show the inline image.

    Note there is only one collision box and it's the whole object.

    In my game where I was going to use tilemaps for the terrain, this manifests itself as not being able to fly into the tilemapped area, or if I spawn the ship in the middle of it, I can't move and it just flickers and spins on the spot.

    Capx here;

    dropbox.com/s/qbb7u5yw4s5zk7g/Tilemap_whole_object_collision.capx

    What am I missing? I assumed there was something I needed to toggle or tick somewhere with the object to make it pick the tiles themselves as collision areas but after several hours going round in circles, I can't find anything. <img src="smileys/smiley5.gif" border="0" align="middle" />

  • Collision works only if you put the Behavior "Solid" to your TileMap.

    After that, all tiles have collision.

    I use 2 TileMap for my project.

    One for Background with no collision, and one for Tile for collision.

    You cant enable or not a collision box of a tile , so tiles with collision into a single TileMap.

  • Oh - you are referring to the editor's 'show collision polys' option. You're right, it outlines the whole rectangle in red, which is wrong. At runtime it should work fine though. Post to the bugs forum with the issue and I'll take a look for the next beta.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Ashley - OK, so the 'show collision polys' not working is a bug/feature, it helps to know it's not going to show what I expect.

    That's not actually what I'm referring to though, I mean it wasn't working during runtime which I noted here 'this manifests itself as not being able to fly into the tilemapped area, or if I spawn the ship in the middle of it, I can't move and it just flickers and spins on the spot."

    anata I've tried using the solid behavior but when it's turned on, the above happens.

    Is the tilemap not compatible with all other movement plugins? I have a mixture of custom (rotate) and physics (for impacts/thrust/lifting) in my project as it's a lander type game.

    Edit: Now I know that the 'show collision polys' bit wasn't working as expected I went back into my project and tried again. I have found that the incompatibility is with tilemaps and the physics behavior. With physics turned on, the whole tilemap becomes an impenetrable object.

    Ashley is this fixable or are those just not going to work together? I keep finding limits that stop me making my ideas work and sending me back to the drawing board. :)

  • Zantium - the .capx you provided does not actually test any collisions. You should provide a .capx which actually demonstrates the problems you're seeing.

  • Ashley - no problem, I've stripped a lot of the assets out and put a tilemap below where the rocket starts with a few tiles in place. You can see the rocket cannot pass through the tilemap object area.

    dropbox.com/s/nhj1df1taa0zodj/Asteroid%20Lander%200.7%20tilemap.capx

    Numpad keys to control - 4=rotate left, 6=rotate right, 8=major thrust, 5=minor thrust.

  • Zantium Saving your a lot of time... you should have told them you're discovering a bug about "Physic" behavior with collision conflicts transparent tiles.

    Ashley yep I confirm this is a bug, using Physic with Immovable option causes empty tiles are active collision.

  • Zantium Saving your a lot of time... you should have told them you're discovering a bug about "Physic" behavior with collision conflicts transparent tiles.

    Joannesalfa I did in my 3rd post. Until then I didn't know it was just with physics enabled objects (and it's the same whether it's immovable or not) as I thought I was missing something and didn't know that the collision box view didn't work as it appeared to work in Ashley's blog.

    Once I knew that the collision box view was a red herring then I was able to pinpoint the problem further.

  • Zantium the problem is Physic behavior isn't compatible with Tilemap collision.

    Could you file this bug in Bugs section?

  • I created a thread in Bugs section

    http://www.scirra.com/forum/topic81301_post477782.html#477782

Jump to:
Active Users
There are 1 visitors browsing this topic (0 users and 1 guests)