I would like a basic run down or opinion on what the best way would be to incrementally move tiles in a tile map.
In short, I am creating an endless runner and want to have the tiles in my tilemap scrolling to the left of the screen and anything that goes off the left of the screen gets destroyed.
In a separate event sheet I am creating and setting a tilemap object in my main layout (I am also creating a character but that isn't important right now). I want the individual tiles to scroll to the left of the screen and all tiles that go off the left of the screen get destroyed. I want to be able to generate these tiles and get them scrolling to give the illusion of an endless level, there will be variations in height for the platforms but that I will deal with later haha.
I have been trying for a 2 days messing with some logic. I came across this tutorial https://www.youtube.com/watch?v=I05TDijQx-Q which does seem to help a little until he starts moving the platforms, then I can't seem to translate what he is doing in Fusion 2.5 to Construct 2.
I have learnt about expressions now and I am getting fairly comfortable in Construct 2.
I have made a global variable which the guy in the video also does and he performs some math on that variable which basically creates the platforms. I have jumped ahead making this variable because I can't make my tiles scroll using the same method he does in the video because he is using objects and not a tilemap. I can make the tilemap itself scroll but then that isn't what I want to do as the tiles that get created won't be seen due to the tilemap scrolling off the screen.
The reason I want to use a tilemap is because I have heard they work great in regards to performance and there is variations in the floor such as gaps and height which have specific tiles associated to that. Once I figure out how to get the tiles to scroll and not the tilemap itself, then I can start adding in rules to adjust the height and gaps of my tiles and choose the appropriate tiles that make sense (if that makes any sense lol)
It seems very easy when I write down my thoughts of this process on paper but then using the conditions Construct 2 has to offer I feel a little lost on how to make the process work.
The final result I want is to have an almost procedural generator which will generate my tiles as they scroll off screen and have variations in the tile gaps for obstacles such as spike pits or holes to fall down. In my mind I am thinking that I can make the tiles off screen on the right and have them scroll on screen, then get destroyed off screen on the left and this is a constant generation with all the variations I mentioned above working with rules to place the tiles in positions that make sense.
Any help is appreciated
Feel free to add me on Steam or Skype if you want to talk if you have the time. I would greatly appreciate it, I am still learning and although this may seem a simple task, it feels incredibly difficult for me to work out.