norab's Forum Posts

  • Definitely a good tip for me

    than you again

  • so efficient...

    Thank you very much!

    I have a question :

    Why do you use "pick all" AND "pick by evaluating" on the same event? Is "pick by evaluating" not enough?

  • Nevermind...

    Unfortunaly, the actual tilemap system needs "coding" knowledge, and i'm not sure that I want to deal with it for now...

  • I want to set a teleportation system wich work between 2 instances of the same objects (when the player collide "sprite1", he's moved to an other "sprite1" instance position)

    I tried many things with variables, instances variables and others ways but this take at least 10 events all time I try to do it. I guess there is a way to do it simplier, but I haven't the required skill.

    Any idea?

  • I don't know but i really need to work with tilemap... If what I'm asking for is possible.

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  • Nobody knows how to do it? Is it impossible?

    I'm stuck :/

  • I bump this thread because I need some tips, if you please :

    I need that all tiles overlapped by the sprite collision polygon are erased, not only those are overlapped by the origin point of the sprite.

    How could I do that?

  • So you are actually requesting a feature, more than asking for how to do it I guess?

    It's sounds like that, right?

    Anyway I thank you for all the time you spend to explain to me how tilemap works in standard programming. In terms of "learning curve", it's very useful to me!

  • Your approach:

    Object collide with tile on tilemap that have a certain ID

    Find coordinate

    Why do I have to find coordinate?

    my approach is :

    Object collide with tile that have a certain ID on tilemap

    and that's all. I just want to interacte with tile that have a certain ID on tilemap if this tile is collided by an object, whatever coodrdinate.

  • When I talk about improvement, I mean that all you say would be handled by C2 in background process.

    The actual way to specify tile by ID is really useful in many case but also tedious for non programmer users.

    So, the "improvement" that I talking about is only ergonomics :

    if the user add condition > on collision with another object > tileMap (indicate tile ID in text field below)

    C2 should manage to write all the things that you explained to me in the code (comparison tile at, for...loop, etc).

    I'm glad to learn what you explain to me, but I think that kind of improvement should be coherent with the principle of "no coding" developpement software.

  • Thank you very much for this explaination.

    So, if I understand well, I have to specify coordination for all tiles wich have same ID?

    If I have 30 tiles "ID:3", I must create 30 conditions for each tiles if I want add an action "on collision/ is overlapping"?

    It's sounds crazy.....

  • Thank you for help!

    It's actually too complicated for picking tile by ID for a non programmer like me.

    I guess one day there will be simple condition like :

    add new condition > on collision with another object > tileMap (indicate tile ID in text field below)... and that's it!

    Until this kind of improvement, I will use tile map only for decoration.

  • Thank you but what i'm looking for is a way to pick tiles by ID (as it can be seen on tile map bar).

    Unfortunaly there is no simple condition, but I guess it's possible since tile IDs exist... No?

  • Hey,

    I want to do something like this :

    "playerSprite" is overlapping "tileMap : tile ID 0" > erase tile

    But I don't understand how to specify tile since overlapping event works on entire tile map.

  • Nice!

    Thank you for help guys