RafaelSolMAKER's Forum Posts

  • 3 posts
  • It's not effective at all, even supposing it works. There's a couple of ids, about half of the tileset to be honest (It is a real intensive usage in scenary!) and even a complex expression couldn't handle it well anyway.

    Well, I could look "into code" to implement it if needed. Any more ideas?

  • Hello there, people!

    How do I ignore collision on Tilemap by Tile ID? There's a way to do it, messing with some code, maybe?

    Well, I already tried to overlap two tilemap objects, one ignoring the collision and worked okay for the most, but it takes the double of the work it would. And is not a good thing to double the boredom tiling already is (at least for me, I'm a programmer, not level designer).

    Since there's no way to "delete" the collision polygon int the individual tile, disabling this should be an effective way to do what I want. A little observation is that I'm doing a 'platformer' with intensive use of tiles on scenary who should be passable.

    A suggestion for improvement in software would be a new tilemap property called 'Ignore Collision Ids' or whatever, settable in events when the game is running too, with the ids to ignore collisions. It would be awesome, setup one time and work always.

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  • Hello everyone, I'm Rafael Sol Maker, and I came from RPG Maker, as you might imagine.

    Now I'm supporting Construct on the community I own, so I had to learn how to use it. I already started doing a pretty decent platform game, maybe I would even win a contest with it.

    By the way, besides the limitations (no, it's not about the free version, is the software in general), this is a great tool. Very simple and pretty effective. Quick prototyping and good productivity on the making. There's plenty room for improvement in details, but it already does good games.

    I'm considering a purchase of a license sooner or later. But first I need experience and a team to work with me in some games.

    well, I hope to help and be helped here. So, that's it.

  • 3 posts