Zantium's Recent Forum Activity

  • Ashley That's great news, much appreciated.

  • Thanks for posting this, I'd really like tilemap and physics to be compatible for my project. Tilemap opens up a lot of level drawing options for me but I need physics too as I can't simulate the collisions and bounces manually (I've spent a lot of time trying).

  • Joannesalfa Thanks for doing the bug report, I've been away and offline for a few days - just logged back in to do the same thing. :)

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Zantium Saving your a lot of time... you should have told them you're discovering a bug about "Physic" behavior with collision conflicts transparent tiles.

    Joannesalfa I did in my 3rd post. Until then I didn't know it was just with physics enabled objects (and it's the same whether it's immovable or not) as I thought I was missing something and didn't know that the collision box view didn't work as it appeared to work in Ashley's blog.

    Once I knew that the collision box view was a red herring then I was able to pinpoint the problem further.

  • Ashley - no problem, I've stripped a lot of the assets out and put a tilemap below where the rocket starts with a few tiles in place. You can see the rocket cannot pass through the tilemap object area.

    dropbox.com/s/nhj1df1taa0zodj/Asteroid%20Lander%200.7%20tilemap.capx

    Numpad keys to control - 4=rotate left, 6=rotate right, 8=major thrust, 5=minor thrust.

  • Ashley - OK, so the 'show collision polys' not working is a bug/feature, it helps to know it's not going to show what I expect.

    That's not actually what I'm referring to though, I mean it wasn't working during runtime which I noted here 'this manifests itself as not being able to fly into the tilemapped area, or if I spawn the ship in the middle of it, I can't move and it just flickers and spins on the spot."

    anata I've tried using the solid behavior but when it's turned on, the above happens.

    Is the tilemap not compatible with all other movement plugins? I have a mixture of custom (rotate) and physics (for impacts/thrust/lifting) in my project as it's a lander type game.

    Edit: Now I know that the 'show collision polys' bit wasn't working as expected I went back into my project and tried again. I have found that the incompatibility is with tilemaps and the physics behavior. With physics turned on, the whole tilemap becomes an impenetrable object.

    Ashley is this fixable or are those just not going to work together? I keep finding limits that stop me making my ideas work and sending me back to the drawing board. :)

  • Rather than stripping everything out of my existing project I've started a new project, put a tilemap object in, drawn a few tiles in it and set the interface to show collision boxes.

    dropbox.com/s/3wgoub1c7he21uh/Tilemap_whole_object_collision.jpg

    Edit: The forum image code doesn't work so I can't show the inline image.

    Note there is only one collision box and it's the whole object.

    In my game where I was going to use tilemaps for the terrain, this manifests itself as not being able to fly into the tilemapped area, or if I spawn the ship in the middle of it, I can't move and it just flickers and spins on the spot.

    Capx here;

    dropbox.com/s/qbb7u5yw4s5zk7g/Tilemap_whole_object_collision.capx

    What am I missing? I assumed there was something I needed to toggle or tick somewhere with the object to make it pick the tiles themselves as collision areas but after several hours going round in circles, I can't find anything. <img src="smileys/smiley5.gif" border="0" align="middle" />

  • I'm sorry, I don't understand what you mean.

  • I've been trying different methods for drawing the ground surface in a lander type game I'm working on. When I saw the release notes for r152 and the tilemap implementation here scirra.com/blog/ashley/3/tech-blog-tilemap-tidbits

    I thought it would be ideal.

    In this blog Ashley says that spaces/non-tiles are not used for collisions, but for me, I can only get the collision box to be the entire tilemap object.

    I've tried changing every setting I can find but I cannot get the collision boxes to be "tiles only". Is this broken in r152?

  • Hello guys,

    As most of you may already know Google Chrome Frame project will be retired on Jan 2013

    Just a quick correction, it's Jan 2014 for the retirement.

  • Thanks MobWthPitchforks, yes I bet that would have worked for me.

    In the end though, I had a somewhat workable system with custom movement but I wanted to add some physics as well.

    I found that mixed together they just don't work for collisions etc, I'd need to do a complete custom movement collision system and another complete physics one so I switched to just using physics instead and played with that until I got similar flight characteristics.

  • I get it all the time, even just typing a couple of sentences in a reply or a PM. If it's on the list, that's fine though.

Zantium's avatar

Zantium

Member since 29 May, 2013

None one is following Zantium yet!

Trophy Case

  • 11-Year Club
  • Email Verified

Progress

12/44
How to earn trophies