Tokinsom's Forum Posts

  • I need to store object names for later use in my level editor, then use 'create by object name' - a feature that seems pretty useless unless you can retrieve an object's name :T

    I guess I can store object names in private variables, but I mean..really?

    ASHLEY!!! Please consider adding 'get object name'

  • Is there not a way to get an object's name? If there is I'm having a hell of a time finding it

  • Thanks Mipey! This is indeed much better than using sprite objects for graphic tiles, and will make selecting multiple tiles much easier.

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  • - use TiledBackground object to store the tileset texture

    - change the TiledBackground size and image offsets accordingly to pick the desired tile (for example if you use 32x32 tileset and want to use a tile at 64x32 within the tileset, you set tiledbackground size to 32x32 and image offset to 64, 32 respectively to get the desired tile)

    - set position at desired location, paste into Canvas

    - optional: apply color filter (if you use white tiles, you can get them to be of any color!)

    This is much more efficient than sprites.

    Clever.

    However, could you elaborate on that a bit?

    When 'selecting' a tile from the tileset, would you create a whole new tiled background object with the offset to place in the array? We do need to save this data after all. Also, you mentioned pasting into a canvas. I assume this is after loading the tiles who's offsets are saved in the array?

  • Well I guess this isn't actually going to happen. There are too many different ways to build a level editor and a single editor won't suit everyone, so. I suppose we can keep this around for general level editor discussion though.

    With that said..It's been established that using sprite objects as tiles is a bad idea. For collision & special tiles they would be good, but definitely not for graphical tiles that serve no purpose but to sit there and look pretty.

    That being the case, what do you think would be the best way to import these 'graphical tiles?' You would need to be able to upload an image, then cut out a single (or multiple) tiles to place somewhere on the editor. How would you go about this? What object would you use for the tile?

  • Attack of the mutant camels from mars?! Oh hell yes.

  • DUDE that is trippin me out.

    Here's me being all orange like

    <img src="http://i369.photobucket.com/albums/oo136/4Sweet2Leaf0/l_8ada991b5fe7d2eb82cd60c7d78ca394.jpg">

  • "Failed to save application (verify failure). Your changes have NOT been saved! Please report to scirra blah blah blah

    Reported Error: Unhandled exception"

    Didn't know where to put this so there ya go. I guess I should PM Ashley? Bugtracker?

    Not really sure what caused this. Construct was up for a few hours while my computer was sleeping. I then changed some private variables in a sub event, saved, and blam.

  • There's vague plans for a plugin that can do tile-based 'painting' of levels directly in the layout editor, but I don't know if it'll make 1.0.

    This was about 2 years ago. -cries-

    I wonder if David even comes around here anymore. Guess it couldn't hurt to ask him. Simply being able to 'paint' some form of tile in Construct's level editor by holding left click works for me.. provided they have some properties of their own.

  • But as Clud_GL mentioned it, i don't think ist is necessary to assign values and properties to the tiles. Saving and loading as a graphic is enough i think.

    What would you use for this other than a sprite object? Also, if you want to interact with the tiles in any way they're going to need some kind of value. Think about things like terrain types - Your player's footstep sounds will change depending on what type of terrain you're walking on, or certain particles will be made when shooting a certain tile. Maybe some tiles will break when you stand on or shoot them. Some could be tiles that affect the player's movement like ice or treadmills. All of this would have to be added in the level editor too.

    Also, the editor would have to load all of your objects. Enemy spawners, doors, player start position, triggers, you name it. I figured using objects for everything would just be easier, but again, not the most practical approach I guess..

  • I've been working on my 'dream game' for the past few months now, and it's been going great - even better than I had expected. Gotta love Construct. However, I realized I'm going to have to make a tile-based level editor if I ever want to see it finished, and for a number of reasons. I'm sure most of you know what they are.

    So I started building one using Mort's example that uses arrays and the text manipulator object. I've made some progress and now have a working level editor with a snap-to grid. You can choose your tiles, flip/rotate them, give them private variables, change collision type, save to/load from files, and the like.

    Problem is, I don't know how practical it's going to be in the long run. For starters, the tiles you can select are actually sprite objects with multiple animation frames as the tiles. I chose to use sprite objects because I have no idea how I'd go about uploading an image and cutting it out into usable tiles, nor do I know how I'd manipulate and give said tiles the properties I mentioned earlier. Using sprite objects seems to be the only way to go.

    That brings up more problems. Because the level editor is a separate application from my game, there's no way to load these 'sprite object tiles' into the game because they only exist in the level editor. I can get around this problem by building the level editor inside my game's .cap, but because you can't transfer objects or layouts from .cap to .cap I'd have to rebuild it for every game I make. Not only that, but like I said earlier - each tile is a sprite object, so if you have too many of them in your level you're gonna get some major slowdown.

    Aside from all that, I'm not sure how I'd go about doing a few things like making a fill tool or selecting/modifying multiple tiles at a time.

    Finally, from what I've gathered there are a lot of people here who are begging for Construct to get a tile-based level editor, or atleast add the option. What's a 2D game maker without one? With all of that said, I propose we put our minds together and make our own. We can start with the one I made, or build a new one from the ground up (I hear using INIs or the S plugin would be better anyway. I'm not sure using mine would be the best way to go either, with everything I've mentioned about it.)

    Not having a tile-based level editor has been the only thing preventing me, and I'm sure a few others, from making all kinds of games. It has in MMF, It is in Construct, and I'm sure as hell not switching to GM or something else with one after spending so much time with the two.

    So what do you think?

  • Quite some time ago, I was working on an effect for color palettes, called C-DEX. It works quite similar to what you present, but without the need for any events. However, there was no feedback or overall interest in it, so I cancelled the development.

    Say WHAT? I've been looking forward to it for months ;.;

  • Oh, cool. Thanks man!

  • How would I go about externally loading sounds that are in a folder separate from the .cap or .exe? As in...

    Game>game.exe

    Game>SFX>(numerous folders full of sounds)>sounds

    I tried

    +Start of layout

    -(Xaudio2) cache directory AppPath

    +Something happens

    -(Xaudio2) Autoplay file AppPath&"Sound.wav"

    Well that only plays the sound if it's in the folder the .cap or .exe is in. So I appended &"SFX" (Folder name is SFX) to the action in the first event, but that didn't work. I tried a few other combinations of AppPath and folders, but nothing worked.

  • It's not a bug; it's your keyboard. Most keyboards can only register a few keys at a time.