togamario's Forum Posts

  • I'm a one man band as well. I've been trained to do art, music/sound, programming and just started with game design. I'm borrowing heavily and only modifying mechanics slightly, but I was able to reproduce a full platform game based on a custom Atari cartridge game my friend made a few years ago. It took about 2 months, but most of that was level layouts (you'd be surprised how much an Atari could handle on platform level sizes! Rivals the first Mario in complexity ...)

    I just started designing and working on a multiplayer blackjack-similar game that I want to push up to Facebook. I hope I can find an acceptable way to monetize it, but I'm more interested in just getting as many people to play as I can so I can get better feedback for the next one.

    Welcome to the community and good luck with your endeavors!

    -T

  • Thanks, guys! Turns out that my ArrayName.Count just wasn't producing the right number since it was in the Start Layout event along with the creation of all the elements that went into the array. All sorted now and all elements do show up.

    Very respectfully,

    Tyler

  • If I add System>Create Object into my Layout Start event, then add On Created for that object pushing the ObjectName.UID to the array, it doesn't appear to work. I know all the objects get created, but I don't think Create Object calls On Created for the object it creates. Is there a better way to achieve that?

    Thanks folks!

  • Ashley - Thank you so much! I'm still working on that very large tilemap world with multiple layers and this change should help whittle down my level construction time.

  • eli0s I actually found that using the Z-Order bar does a pretty good job of doing what I was looking for. I like the extensibility Construct 2 provides for behaviors, events, and plugins, but I wonder if it might be possible to extend that flexibility into the editor itself. Perhaps paying an extra $100 for access to the code base (read-only svn or git), so you could spin off any new editor functionality you need? Unreal has been doing this, and I've enjoyed being able to poke around with such a powerful piece of software.

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  • Aphrodite Ha! The Z-Order bar is more or less what I'm looking for. Thank you for sorting that confusion out for me

  • Aphrodite Thanks for the heads-up on that. I'll give it a try when I get home from work later and see if that will work as a substitute.

  • It seems I have misunderstood the purpose of the Objects bar. The Objects bar only shows one (the first, I think) instance of any object in your layout instead of showing all instances of objects in your layout. This effectively just makes it a filtered version of the Project bar. Unfortunately, this is not an intuitive user experience for selecting objects for editing without having to select them exclusively through the layout window.

    I think what I'm experiencing may just be a result of the Object bar having not been designed to be as useful as I assumed it would be. It doesn't change my opinion that the initial behavior I was experiencing is a bug, however. If selecting an object in the Objects bar was meant to imitate clicking an object in the Layout window, then a user would expect the Tilemap bar to update if it's relevant to do so.

    Thanks for your time, Ashley and crew.

  • Well, that certainly explains the bug I just filed. I didn't realize the Objects bar was redundant and effectively useless. My next question would be if there's a way to modify the editor to possibly add my own bar or modify the code to the one that's there. If not, I'll find the suggestion box and drop a write up there.

    Thanks for the reply and happy Tuesday to everyone!

  • I'm hoping this is more simple than I'm finding it, but why isn't my Objects View showing all the items in my layout? I have a few different tilemaps in my layout, a player object and a ladder object with multiple copied instances of the ladder object in my layout. Only one ladder shows up in the Objects view. I think that's wrong, or I'm missing the Hierarchy view that most other game editors have.

    If you clone an object in Unity, or Unreal, or GameMaker, that new instance shows up in your hierarchy view (what I thought the Objects view was) along side it's brethren so that it's clear you have 24 ladders in your level, and makes it easy to pick a specific one ... rather than having to click in a preview window, where many many many things may be stacked on top of each other, making it impossible to select the object you want without moving things around.

    Any help would be much appreciated.

    Very respectfully,

    Tyler

  • I scrubbed all my proprietary content and attached the requested CAPX. All you have to do now is select the Tilemap objects in the Object view (see that the selected object properties change on the left panel to confirm it's selected), then navigate to the Tilemap view tab and notice there is no change in the UID / Tilemap being used in the Tilemap view, as there should be.

    Then you can click in the preview window to select and move the Tilemap objects around in the preview window, and as you click to select these objects, the Tilemap view updates properly.

  • Update: When I move the layers from being one on top of the other to being staggered, I can then manually select the tilemap object in the preview window and the tilemap view changes properly. This behavior should be present when selecting the tilemap object from the Objects view as well.

  • Problem Description

    I have three tilemaps in my project, and each has the same PNG reference. One has solid behavior, one is background imagery / non-colliding and the other will be climbable objects (not implemented yet).

    I also have three layers. The player is on the top layer, the solid and non-colliding backgrounds are on the bottom layer, and the climbable ones are on a layer in between.

    First, let's say that I have successfully edited the currently active layer with background tilemaps. When I select any of the tilemap objects (for instance, the solid level tilemap) after , then navigate over to the Tilemap tab view, the tilemap doesn't update to the solid level tilemap view. It still displays the background tilemap object's content.

    Steps to Reproduce Bug

    • Create a new project with 3 PNG tilemap objects, all with the same referenced PNG. Mine are named "Solid", "BG", and "Ladders"
    • Create three layers called "Player", "Climbable", and "Level", respectively. Addition of a player object to the "Player" layer is not required for troubleshooting.
    • Ensure that 2 of the 3 PNG tilemap object are assigned to the "Level" layer, while the other is assigned to the "Climbable" layer.
    • Select the "Level" layer and the "Solid" tilemap, then navigate to the Tilemap view and begin laying down tiles.
    • Go back to the Object view and select a different tilemap, like "BG", then navigate back to the Tilemap view.
    • Observe that the Tilemap view's contents are still referencing the previously selected Tilemap object (Solid).

    Observed Result

    The previous tilemap object is displayed in the tilemap view, regardless of the currently selected tilemap object or layer.

    Expected Result

    I expect the currently selected tilemap object to display in the tilemap view.

    Operating System and Service Pack

    Windows 7 Professional / SP 1

    Construct 2 Version ID

    Release 182 (64-bit)

  • Just a quick update: I added a set of ladder tiles and some rudimentary (very) dark background tiles, to make the set more cohesive. Ever since this morning, I've had a lot of ideas that make more sense to put in their own separate sets. I'd like to keep the pricing similar or cheaper for the coming content. And I may revisit this one eventually to add some simple things like hazards, switches, pick ups, or other misc that might fit that "default grey" theme better than the other (more colorful) ones I started working on.

    Thanks, again, for checking it out!

  • Thanks for the insight! I've got a license for Maya from years ago that I should probably dust off for some of my personal game assets. It cost me $2,000 way back when and hasn't even begun to pay itself off, lol. Thanks again