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  • Ashley

    1) It's really not that bad for simple platformers or top-down games, but as soon as slopes and other shapes are introduced, using sprite objects for collisions can become a real hassle.

    2) Ok cool. Just making sure!

    3) Yeah, kind of ^^; I always got complaints on my earlier level editors not having these features, so I made sure to always add them. I even went so far as to rotate/flip/mirror groups of tiles like tetris pieces..although that was a bit much!

    4-5) Glad to hear it :)

    I completely understand not wanting to reinvent the wheel, and it makes perfect sense not to dedicate so much time on a robust image editor when tools like PS exist. However, I feel that tiles are one of the few exceptions here. Levels are arguably the most important part of the game and we need to be able to work on them quickly and efficiently to get all of our ideas in there and make changes, no matter how large, as needed.

    Having used Tiled, Ogmo Editor, DAME, GM editor, Stencyl editor, and a handful of my own custom level editors throughout the years, I feel that the features I mentioned are quite essential and in no way "fluff". They will definitely be used by everyone!

    Also I know it's a big list and everyone is making their own suggestions - we just want to voice our concerns before it is too late and you decide to move on to the next big feature!

  • Massive thanks to Ashley for finally adding tile support!

    I'd like to discuss the future of the tilemap object / some features that will make building levels with it more practical...

    1) There appears to be built-in collisions for the tiles, which is pretty cool, but they're just squares. Are there any plans to assign some sort of collision map so that we can have slopes and other shapes as well? I think that's how Stencyl does it. Usually you have one layer for your graphic tiles and another for collision tiles but without per-pixel collisions I'm not sure how that'd work here.

    2) I assume a tilemap object is the equivalent of a big sprite object with a level image. Seeing as you only get 1 tileset and 1 layer per tilemap object, wouldn't it be extremely inefficient to have entire tilemap objects just for, say, a foreground layer of plants or a few tiles from a different set? Will anything be done about this in the future? It'd be great if a tilemap object can have multiple tilesets and maybe layers of its own.

    3) Are there any plans to add tile rotating, flipping, and mirroring?

    4) Will we be able to "copy" tiles that have already been placed (like right-clicking a tile in Tiled)? This is very useful for laying down certain patterns to place elsewhere, and keeps you from having to go all the way to the tileset to pick a tile.

    5) Will there be hotkeys for the tools? (At the very least right-click to erase tiles?)

  • Would be very useful, actually, I just don't think it can be done with the way tiles have been implemented. Some uses...

    Destructible tiles like in Metroid

    Pinning tiles to moving platforms & interactive objects

    Making tiles transparent/invisible to reveal hidden paths

    Well, now that I think of it you can just use a separate tilemap object with your tile(s) of choice. Not the easiest way to go about it but whatever..

  • Depends entirely on the game and its existing mechanics..

  • Usable save data. I personally avoid the persist behavior, built-in save functions, etc. because you don't really have any control over it.

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  • I haven't actually tried it but...You make a container with your player and a dictionary. When the dictionary is created, add 1 key per stat and a default value like

    -Add key "Health" , 100

    -Add key "Attack" , 5

    -Add key "Defense" , 2

    and if your player is chosen in the events it'll use the stats in the corresponding dictionary.

    Then when you go to save the game you can download all the dictionaries as JSON data into a file or webstorage key and load them later on.

    Not sure what the best way to tell the difference between the dictionaries would be though. It might be better to NOT use containers and instead give the player and dictionary an identical variable to compare.

  • Neither. I'd use dictionaries in containers with the characters... Each stat can be a key and you can save them all in a single file/webstorage key. Way better than instance variables.

  • Equinox80 Yeah I've been doing that for a while...Problem is it results in reeeeally long load times if you have a lot of tilesets.

    Scirra mentioned thety are working on a tilemap editor so this plugin might be obsolete soon ^^;

    Unless you need to dynamically load your levels for a metroidvania or something...but even then you're better off using your own editor.

  • You could come close with shadow casting and some shaders, but eh..not really the same. I think you'll need a new one.

  • Not sure why we have booleans at all, really. Toggling seems to be their only use and you can do that with normal vars and a single event as well.

    Also a string can essentially be a 1-dimensional array.

  • Can try "retrieve tile array in duration" or whatever. Or just load them before the screen transition finishes, provided you have one.

  • Should be pretty easy with the platform behavior. Just manipulate vector x and vector y with some variables. Have a bounce height, divide it by 2 when landing, add to a bounce counter to tell the player when to completely stop, etc.

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Tokinsom

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