ScrotieFlapWack's Recent Forum Activity

  • jojoe

    How would I import my assets into C2 to make this array?

    Should I import my level layers as animation frames?

    Or would the layouts work?

    [quote:1cbok2cu]I can build multiple layouts in C2 using a tilemap and these layouts can be my level sections, I can then make a main layout for my game and use the other layouts as my level sections and just generate them that way

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  • That looks very interesting

    My game is going to look pretty much exactly like the screenshot I posted above, each art board is a section of the level so the way I am hoping to manage the generation of them is to bring each level in but in a logical placement. So if there is a higher platform for the floor in one section of the level then the next section of the level will have to match that.

    I am hoping to do about 16 different variations of the level sections to keep things 'fresh' xD

    My problem is I am not entirely sure how to import my level sections in to C2. Whether I can bring each of the level sections in as an animation frame and use them like that, or I can build multiple layouts in C2 using a tilemap and these layouts can be my level sections, I can then make a main layout for my game and use the other layouts as my level sections and just generate them that way (I hope that makes sense haha).

    I am trying to figure out the usage of these level sections and what ways are the most efficient for mobile devices to be able to run my game. I am a little worried that I am going to make 16 of them in Illustrator and then find out they aren't usable haha.

    Sweet link though man thanks for that

  • Hi Guys,

    Here is an update on how I am going to try and attempt to procedurally generate my level for my infinite runner game.

    Each artboard is a 'room' or 'section' of the level. My plan is to spawn the sections at random, which may take some careful planning on how they are built which leads me to some questions. Before I ask my questions I just want to explain that when I export these images they are going to be used in various ways.

    The floor of the level is on its own layer which I am going to be making a 'Solid' when I bring in the level sections into C2. I plan on importing the sections of the level as layers e.g, FG_Solid = Floor, BG_Level = Background artwork for the level, FB_LevelElements = Decorative artwork such as the windows, barrels, crates, mummy caskets etc.

    When I import my layered artwork into C2 (this may be a stupid question), how should I import it in? As a tileset, an animation frame? The floor and threats in the level (moving saws, spikes, etc) are going to need collision so I am not to sure what the best way is to bring them into C2.

    My second question is, how much control can I give myself when it comes to coding the levels. Each artboard is a level which I want to spawn randomly to make an infinite level but I want the layout of the level to make sense. How can I code the logic of that to have complete control over what spawns next to what? I know that is a pretty broad question but if someone has some sort of formula or general idea on how to code the logic to control what section spawns next to another section I would appreciate a push in the right direction, otherwise I can try and figure it out myself xD

    Thanks for all the help so far though guys, this is an interesting topic and I hope if I get an efficient workflow for this kind of thing, I will definitely be sharing, may be a blog post or something

    Cheers,

    Dave.

  • ultrafop thanks for the links man very cool stuff.

    I had a rough idea on how I would have to do it and this just clarifies what I needed to know

  • Ahh yes thanks man!

    I see the templates. I think I may need to reconsider how I am placing down tiles as I can't think of how to place them down procedurally.

    The Flapping Bird template gives the illusion of an endless level by tiling objects and backgrounds, my level is a little different as there is tiles there but they are in chunks so I can use the tileset option to place them down into my layout.

    I may need to go into Illustrator and make sections of the level that are tilable and use those sections to move along the X of my player view to give the impression of an endless level. Unless there is another way to do it

  • Hi RamPackWobble.

    I have the Steam version of Construct 2 when I go to the example projects I don't see an infinite jumper or flappy bird game. Is it something I need to get from the Scirra store?

  • Hi Guys,

    I was wanting to know if it is possible to procedurally place tiles in a layout for an infinite level without me having to place tiles manually. If it is possible I have two questions.

    How do you make a layout size infinite so the level goes on continuously until say the player dies?

    Can you (and if you can) place tiles in that infinite layout without having to manually do it.

    Think flappy bird where the level went on forever until you lost the game

  • Thanks xxstyxx so I did some tests and turning off Seamless Mode stops the blur or padding around each tile. I also found this in the help section:

    [quote:847c32al]Seamless mode:

    Use a rendering mode that prevents seams appearing between tiles, but also disables some tilemap optimisations which could reduce performance. Turning Seamless mode off can improve performance, but may show seams if the following project properties are not as follows: Letterbox integer scale fullscreen mode, Point sampling, and Pixel rounding on. NOTE: you cannot use different Seamless mode settings on different instances of the same Tilemap object, even across layouts. For correct display, all tilemap instances of the same object type should use the same Seamless mode.

    I have changed my project properties and turned off Seamless Mode and that looks like it has solved the problem.

    In Construct 2 you may see seams between the tiles but as mentioned above when you preview this the seams are gone.

  • Okay...i think i know whats going on. But its kind of difficult to explain.

    I think Construct "blurs" the edges of the Tiles a little bit, so if your Tile is surrounded of white, the Tile will show a white line around it. If you put your Tile next to a Tile that looks similar, it "blurs" into this tile but you cant see it because of the similarities.

    I saw stuff like this years ago in the Textures for 3D models.

    Yep that's the padding. I think C2 adds padding to each tile to allow it to blend with its surrounding tiles giving the seamless look. I think LittleStain said above about turning off 'Seamless Mode' I haven't yet tested but if this is off I am guessing that it doesn't put any padding around the tiles which should stop the problem of the tiles bleeding into one another.

    I will keep fiddling around and if I get some sort of solid workflow I will definitely share, most users probably don't have this problem but it would be nice to see some tutorials dedicated to answering these kind of questions so there is a consistent process for this kind of thing making it easier for people who want to make their own art rather than buying ready made stuff

  • Ok here is another update and I have to thank LittleStain as I think the first time I tried this I didn't really do it properly.

    I remade my tileset but rather than putting all the tiles together I laid them out in a pretty logical order and that seems to have resolved the issue.

    Construct 2:

    Browser:

    I think for future artwork and tilesets I will need to keep in mind that the layout of the tileset needs to be a logical order rather than the first way I tried haha

    I noticed that there is a small amount of 'padding' on each tile when you split them rather than having the tiles placed together. I think that 1 px of padding on each tile should stop the issue of having gaps between your tiles. If you want to have your tiles laid out separately like I tried on my first post then you have to keep in mind that you need at least 1 px of padding on every tile to cover the seams.

  • Just a quick update guys,

    The 'Seamless Mode' didn't really make a difference, I tried with it off and back on again. I also put all the tiles together in the .ai file so there is no gaps between the tiles like in my original tileset (see above).

    The gaps still seem to be there and I can't really get rid of them, the only way to get rid of them is if I overlap the tiles which I don't really want to do as this causes issues with tiling patterns and stuff looks a complete mess lol.

    I did test the project as well hoping that it might just be an editor thing but the gaps are there when I run my project as well.

  • Hey Guys,

    I am working with pixels in Illustrator here is a screenshot of my artboard with all the tiles separated. They are all 128 x 128 so I can still resize them and not lose quality.

    Tileset:

    Tileset + Grid:

    They are pixel perfect and precisely 128 x 128. But I still get this when I start building in C2.

    Construct 2:

    You can see even though they are pixel perfect there is still a gap between each tile exposing the background. I was expecting it to be completely seamless haha.

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