togamario's Recent Forum Activity

  • 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

  • Pretty cool collection! If you don't mind me asking, how did you generate them? 3D modeled, posed and rendered or straight-up pixel art in a 2D program? Awesomely impressive stuff.

    Thanks!

  • Thanks, Apox! I'm going to update that 1st tileset with about 7 more tiles as a free update tonight. I thought of a few more tiles to add, like a ladder and maybe a button or switch in two states (up and down / on and off), perhaps a crate or other obstacle / breakable. I'm looking for any suggestions and I'll be happy to try and include them in this update.

    Thanks again!

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  • Industrial Tileset 1 — Now for sale in the Scirra Store!

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    <p>The first installment of industrial-themed tilesets for use in your platformer! 16x16, 32x32, and 64x64 tiles included.</p>

    Use this topic to leave comments, ask questions and talk about Industrial Tileset 1

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togamario

Member since 22 Sep, 2014

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