Cloud_GL's Forum Posts

  • It seems that I'm working with lower resolution than the game needs (the website needs a bit of scrolling), this makes the arrows buttons to scroll up and down hindering the gameplay, I think is as easy to solve as use WASD or DXCV buttons to play tough.

  • https://sites.google.com/site/bgeatelie ... ects=0&d=1

    Here I modified a little bit the file so it draws the tiles in a more grid snap way, but didn't really understand how to write and read the map created :

    Also I'm starting to doubt the usefulness of this, even if we manage to make a good tile map creator, it will only be a text file that the game after started will read and then draw the scene. Unless there were a way to make the drawn map appear later on the editor...

  • I also thinked that using sprites seemed a bad idea, but how to select what to tile inside the tiledbackground image object?, and then how to switch from one selection to another easily?

  • [quote:2wdbch4u]Basically you want it to be as simple as possible, so that everybody can use it.

    But set up so that you can do more if you want.

    Yeah I guess it would be best if it's easy and useful for everyone, personally I would like to be able to "draw" big stages using a few tiles easily, and as it was showed in the "platform school" games, using the graphics only as that and below of them having the real physical objects and events, this last part doesn't necessarily needs to be tile based, I think.

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  • Well I think all those who want some kind of tile editor want to (in my opinion):

    -to be able to "paint" with the mouse click tiles that are placed orthogonally (like some kind of by default snap to grid), these tiles having the ability to be over or below moving elements/characters/player. Or being able to draw the tiles in the different layers and they fit accordingly.

    -the tiles to be grouped in one "single large image" or "single set of images" where you can select 1 or a few more to do something like a cluster of tiles paint (for example a tree is made of 3 tiles so you can repeat the middle tile to make taller trees, but selecting the 3 tiles at the same time lets you draw many trees doing 1 click per tree).

    I guess this is the most important or basic.

    But Tokimsom ask for tiles that has properties/values in it; making sound per tile can be done by using an invisibles areas below the graphics if you ask me no need for precision there, but a graphical transformation per tile touched can get tricky without per tile interaction...mmmh...

  • I love the idea, even tough I haven't been an active user lately, but I'm not sure if you need variables and properties per tile, you could have the tiles as only graphics and a hidden object that actually stores and trigger things, don't you think?

    In another thread, someone posted a python script that was able to load a tile based map made in the map editor called Tilled, but don't remember if that generated map had properties or was only graphics.

  • [quote:uvjw97xw]If there is it would only be at the start of the layout.

    Oh, nice, i thought it would draw it on every frame xD.

    Wow it worked!

  • I hope this works out ^^

    But how would performance go? After all python can be a bit sluggish.

  • What about a forum that looks like this one?:

    http://blenderartists.org/forum/

    It's subdivided on topics, and also shows the name of the latest active thread as some kind of preview of that topic, I find it quite useful. Just saying.

  • Talking about importing an array with tile's locations, Construct could do that with the tiles that Tiled exports? (http://www.mapeditor.org/) Or it's imposible? If construct has python it shouldn't...

  • It's more useful to chop a big image into smaller chunks when there are big spaces with nothing relevant, for example cloud-less sky between tall towers/mountains, following this example you chop the towers and put them back together on the editor, and the sky color is made by setting it on the scene parameters, or adding a gradient object.

  • Construct looks easy but you have to be careful on the details, it's true that most important things are on the event sheet, but several details on other parts of the program make a huge difference, for example, did you check the animation frames? In my engine version most of the animations are constant, but the special ones have customized speed per frame, or duplicated frames (can't remember now). Also check the values of the properties and internal variables.

  • I haven't checked Tokimson solution, but in this thread I've been also playing around with Megaman X gameplay:

    Hope it helps.

  • Mmmm... maybe the image editor? At least in my case I prefer to use the gimp or others to paint or draw... mmm... but then how to make control points and those things?... mmm...

  • There are plenty 3D engines out there, go use them instead, Construct is a 2D engine where 3D should be only decorative.