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  • Sounds like the problem is with your bitmap fonts, man. Usually each character is the same size.

  • Assuming your tiles are 32x32 in size...

    +On clicked

    -Erase tile Mouse.X/32 , Mouse.Y/32

  • +1 Managing objects in custom level editors is brutal right now. This would significantly lighten the workload.

  • Give the penguin both behaviors and enable/disable as needed. There is an action & property for it.

  • Eh, not really. Metroidvanias are very complex and it takes a lot of know-how to build them in C2. The layout system is geared towards level-based games and not very practical for 'vanias, so you pretty much have to load your rooms externally.

    What I did first was build a minimap in Tiled using rectangle objects & map tiles. Each object represented a .tmx with the actual room. I then added the HUD mini-map to the game which loads whichever room the cursor is highlighting after a room transition has finished, and destroys everything in the previous one. Here's that in action:

    <img src="https://dl.dropboxusercontent.com/u/105711543/BitGun_Example.gif" border="0" />

    Problem with this method is it's very time-consuming to add rooms and it's easy to forget which rooms go where and so on.

    Due to this I've started working on a 2-in-1 metroidvania world editor where you can build a minimap in a grid in the corner, then click a minimap room to view and edit the actual room it represents. Then I do the same as above as far as loading rooms go.

    <img src="https://dl.dropboxusercontent.com/u/105711543/vania_editor.gif" border="0" />

    It still has a long way to go, as you can see. All I can say is learn everything you can about dictionaries, TMXImporter, Tiled, and node webkit's file system, and experiment!

  • Yeah it's working now :) Just had to re-download.

  • There used to be. Not so much anymore. Also if you're going to make a metroidvania you might want to look into building your own world editor - using layouts is not very practical regardless of which program you use, including GM and some others.

  • I thought 30fps was standard for mobile games o.o

  • Yeah it'd be nice but Ashley already said this probably won't happen. In a case like this I'd put enemies & bosses in the same family and have a family variable to differentiate them.

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  • digitalsoapbox This thread is about the future and potential of the new tilemap object & features. C2 is on the brink of having a very powerful level editor that is actually designed around the rest of the program, unlike Tiled, and we're just trying to figure out the best way to get there. There is no need to be so insulting about it or provide examples - further bloating & derailing this thread - as many users, including myself, already utilize Tiled & The TMXImporter and know all the "tricks" such as pasting tiles into a canvas. You are correct; it's not that difficult. Fact is, using C2's own layout editor allows you to do many things Tiled cannot, while at the same time Tiled allows you to do things C2's layout editor cannot. In the end, you can use whichever you prefer, but both need to be good options.

  • The short answer to all of this discussion is, really, use Tiled/TMX Importer. A majority of the feature requests are already implemented, and the big one that isn't - using big custom collision areas - is so inefficient as to be unnecessary.

    Place tiles and use other, invisible tiles to set up collision in Tiled. If you want to build a tile-based game, that's the way it's done, and if you want it to be easier to build without having to wait on new C2 features, that's the way you should do it.

    TELLES0808: You can do animated tiles with Tiled already. Have a single tile with custom properties set up in Tiled that tell C2 (through events) that the tile is animated and the name of the animation to use. Using multiple tilesheets works in a similar way.

    Dude, no. While Tiled has a bunch of tile-based features it's overall kind of a crappy editor.

    You have to hard-code every single object, property, background, tileset, effect

    You need to keep a giant hand-typed list of object names, types, properties

    You get no visual representation of the objects you're working with and can only edit them one at a time

    You have to use sprites acting as tiles which is awful on performance, drastically increases loading times, and takes like 8 steps to update a single set.

    You don't get a single feature/object C2's layout editor provides

    You have to import every .tmx unless loading externally with node webkit

    I have been using Tiled/TMX Importer for my last few games and it has the worst workflow imaginable. It was simply a workaround until C2 got its own tile support.

    We, at long last, have a WYSIWYG level editor with both drag 'n drop AND tile-based functionality. With only a month or two of extra work C2's layout editor can be one of the best out there.

  • No problems yet!

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Tokinsom

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