elek's Recent Forum Activity

  • Hi, I made a random dungeon generator seen here:

    Every black square is a 16x16 sprite. I'm using a For Each loop to turn every square into a spot on the corresponding tilemap then to destroy the sprite, but the tiles don't show up anywhere.

    My event is like this: For Each Sprite > Tilemap Set Tile (Sprite.X*16, Sprite.Y*16) to tile 210 (normal)

    (I put the *16 in there so they would match the 16x16 tilemap as seen in my previous post. The reply stated: "For ex, a sprite at 10,10 corresponds to a tile in position 160,160 (10 * 16)")

    If that's tilemap thing is wrong, then how would you do it?

    With my main question, how do you make the Sprite.(X,Y) update to the next Sprite after the first one is set to the tile and destroyed?

    Thanks.

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  • 7Soul

    Thanks, that worked.

    I haven't read the manual yet (learned most of the stuff on my own) but will read it now.

  • Hi there, new to the forums. I made a random dungeon generator but am having problems turning it into a tilemap. I'm trying to get my 16x16 sprites to be replaced with a tilemap on the end of my algorithm. I try to do "For Each Sprite > set Tile (Sprite.X, Sprite.Y)" but it just replaces every single tile with it. I also tried Set Tile Range but that doesn't work either.

    Here's what it looks like with a random generation. For reference, every one of those black squares is a 16x16 Sprite that I want to turn into a tile then Destroy Sprite. (for simplicity and performance). I made sure to make everything divisible by 16 so the tiles would be perfect.

    Thanks.

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elek

Member since 18 Apr, 2016

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