Composition optimisation philosofical question

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  • Hi guys! As you know

    1. you need to keep first «clean» instance of tilemap because painting on it leads to have same tiles painted on all new instances;

    2. it's difficult to select tilemap instances of one specific example if they are on the same layer and location - you will select top instance every time.

    3. tiles are squares with transparent space around content so you can't paint on same place on same tilemap - you need to create or another instance or avoiding p.2 - new layer.

    According this workflow, I'm stuck on situation, when I need to create too many layers for simple «ground»: main ground layer, another one for bushes, one for props, one for trees (because bush or barrel/crate on the same tilemap will eat tree tile), for background, for decorative of background, for water, for traps (not tired yet?)...

    ...a-a-a-a-and sky, 2-3 parallax layers, ui layer, player+collectables, ground tiles for secret areas and so on.

    This is just a simple game, not very complicated! Yesterday I looked and sadly thought this became a mess of hundred layers.

    So need your advice, please, piece of your secret wisdom: how to organise this properly? How specific tilemap instance on same layer and same size on same place can be quickly found and selected? Or maybe radically different ways to keep it in order?

    Thank you!

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  • 1. Create a new layout Assets, move it to be the top layout in the list. And place your default "clean" instance of the tilemap on it.

    2. Yeah, it's not easy to work with multiple layered tilemaps.. If you have several objects on top of each other, you can select each of them by holding TAB key when clicking.

    Also you can resize your tilemaps like this:

  • DOP2000, much appreciated! And this lifehack about TAB works like a charm! Just rename instances and go on.

    p.1 is crutch but who knows... I was surprised when found that «enable/disable multiple tile collisions» was fixed in new versions, much better now

  • Oh! Another dummy question: where can I open «Lock» menu with list of locked/unlocked objects? With ten and more locked objects it's not usefull to unlock all, pick one of them through TAB-scroll and then select lock all but this and repeat this for every object. There must be menu somwhere with flash action, like Z-order menu. I don't see it

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