How do I create a hierarchy with a tilemap? (in the editor)

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This is a black tileset with 2 tilemaps, props, one animated character and more.
  • Hi, I was wondering why I cannot create a hierarchy between a sprite and a tilemap, I really frequently use the hierarchy system to spawn for example a dungeon room from 1 sprite, but I am stuck because I cannot add the tilemap as a child for the 1 sprite.

    usually the option "add selection to this instance" is visible, but when I try to do the same with a tilemap, it just doesn't work...

    If someone knows an alternative / how to fix this, I would like to know...

    thanks

  • I was wondering this too - why hierarchy is not supported for tilemaps? Ashley, could you explain?

  • IIRC it was complicated and it's not clear why it would be necessary so it was omitted.

    Tilemaps are usually used for large-scale level design. Why would you need it as part of a hierarchy?

  • I have two popular templates where random levels are built from "scenes", each scene contains a small tilemap and other objects.

    All scenes are currently stored on the main game layout, which is pretty messy. It would make sense to move all those scenes to a separate repository layout and use the new Templates feature to spawn them. But because tilemaps can't be added to the hierarchy, this is not possible.

  • Can't you just use two 'Create object' actions - one for the tilemap and the other for a hierarchy with its content?

  • Ashley yes we can, but only if we have a different object type for each hierarchy we want to spawn in! And when I need to update a tilemap, I need to change the texture for all of them... I feel that doing all of these extra steps while almost every other object type can be part of a hierarchy is quite annoying. If there was at least a way to create a hierarchy with tilemaps (even if you cannot change the angle, the size with the parent) It would be really useful...

  • Ashley yes we can, but only if we have a different object type for each hierarchy we want to spawn in!

    Doesn't the new templates feature fix that?

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  • Ashley

    Templates may help to spawn the right tilemap instance, but there may be cases when this will not work.

    In my example, some scenes may not contain a tilemap. If I create a scene by template and then attempt to create a (non-existing) tilemap instance with the same template name, the default instance of the tilemap will be created. By the way, this seems like a bug, I think if the template doesn't exist, then the instance should not be created. Like when you try to create an object on a non-existing layer.

    Of course, it's possible to find workarounds, but they will require a lot more effort. It would be much easier if tilemaps supported hierarchy.

  • Ashley

    Hi there! Sorry if you already've seen my other post, but in case you missed it, I wanted to make prefabs/modules for a runner and it would be much organized to make the whole ground block face one big object (tilemap) instead of having a dozen on each module. It also may help performance 🤔?

    This is close of how one of the modules would look. Without tilemap hierarchy, each tile has to be a separate object. With tilemap hierarchy I could save on object count 💸💸💸

    ANYWAY

    I could deal with it if the team thinks it's not worth the work for something that can be replaced with a lot of objects (in my case).

    Cheers

  • I posted a suggestion:

    construct3-21h2.ideas.aha.io/ideas/C321H2-I-297

  • I posted a suggestion:

    https://construct3-21h2.ideas.aha.io/ideas/C321H2-I-297

    +1, I added a comment about why Hierarchy should support all kind of Plugins, even non-World Objects, such as Arrays and Dictionnaries to pick them in a better way and to workaround the fact Array and Dictionnaries aren't native data type such as strings or numbers

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