gordgames's Forum Posts

  • Thank you very much!

  • Is there much of a performance penalty layering multiple tile maps? Right now I have a background, solids, foreground, and parallax each with a different tileset.

  • I think I'm going to have to make a 3rd tileset for non-solid background. Maybe turn off the tiled-background and replace it with another tileset.

  • I think that's the opposite of my problem. I want to turn off the collision on tile and have it still be seen. So it can be walked over, like a different shade of grass, or flowers, etc. Without creating any extra sprites, etc.

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  • Hi all,

    I searched the forum and was unable to see a way to remove the collision polygon from individual tiles in a tileset.

    My project is a top down (zelda-ish) view:

    The first layer is a tiled-background object of "grass".

    The second layer is a tilemap containing my tiles on which the player is on top of. It contains things that would block movement (tree stumps, rivers) but also stuff I want the player to walk over (different ground types like dirt or different coloured grass).

    The third layer is a second tilemap with things the character would pass behind (like tree-tops).

    My problem is I cannot delete the collision polygon on tiles I want the player to walk over.

    You can see my work in progress at gordonlittle.ca / tinymage

    Is there plans to implement this or is there a better way to do this?

  • I know this is really late to the show, but I put together a tutorial for same on same instance collision between sprites based on the evil sprites demo: I can't post URL's yet so please search for the tutorial "How to handle instances of same sprite collision / colliding."