solar's Recent Forum Activity

  • You're better off using a tiled bg object for your tileset and image offset to get your tiles!

    What are the implications on memory usage for loading the tileset texture for every tile, though?

    EDIT:

    So it's definitely not possible it seems. I don't like the idea of loading the tileset texture into, maybe ~1000 tiled background objects and I don't think it would work anyway since I'm using irregular 24x16 sized tiles. Any other bright ideas on how tile maps could work in Construct?

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  • So I'm working on a tile-based map system. It will (eventually) load tiles from an array specified in an ini, though I haven't got around to that yet because of one rather big problem.

    So I'm using Image Manipulator to load the tileset image in data/tiles/debug.png. Then I cut the tiles up using crop. Then I use Image Manipulator to copy its image onto a sprite. But once I do this, every instance of that sprite uses that image, overwriting the previous one. I don't want this. I want the sprite to have a unique image when it is created, but I don't know how to do it. Should I even be using the sprite object? I don't know.

    Anywhere, here's the project folder with the .cap. If you can find the time, please take a look at the events in the Engine layout and tell me what I'm doing wrong that causes this to happen.

    http://dl.dropbox.com/u/28629176/gamedev/game.zip

    I also noticed that my "Tiled Background" object isn't tiling at the correct size. Though I'm using events to load a 24x16 image (in data/floors/tiles.png) into it, it tiles at 23x15. This doesn't exactly halt the progress of the project but is there a way to fix this, too?

    Thanks anyway.

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solar

Member since 9 May, 2012

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