Tokinsom's Forum Posts

  • +1. I could never figure out a decent way to pull this off aside from adding 1 row of extra tiles and stretching backgrounds outside of the level / viewport.

    I suppose increasing the layout scale by 0.1 and then shaking would work, but some people might notice, and it'd look bad for low-resolution games.

    Perhaps, if this shader were to be made, it could duplicate the outside rows of pixels starting from a certain point. So if you're using 16x16 tiles it'd be 16, giving the illusion that there is another row of tiles outside of the level. If you only duplicate the outside row of pixels then it'd look smeared.

  • I always hated default instances. Instead there should just be the 'default object' stored in the object bar. Not only do you NEED an instance in a layout, but you can't change which instance is the default one that future instances inherit their properties from. This can cause issues down the road, especially if you forgot to create a default instance in an object-bank layout.

    Also the issue you brought up seems like a bug to me.

  • 1) I believe it's instance-based, so no.

    2) Eh, probably not.

    3) Rendering cells are generally used for scenery in extremely large layouts. If your levels are moderately sized then there likely won't be any discernible difference.

  • Well not to be rude but this is very elementary stuff. It's pointless to add some built-in animation angle thing when you can do it yourself, and much more, with little effort.

    This is how everyone else does it anyway. Construct Classic only had animation angles because Multimedia Fusion did. Once it was discovered how useless and limiting they are, they were removed in C2.

  • No need. Just use a variable and name your animations like Jump_0. Then set animations like "Jump_" & variable. Far more versatile this way.

  • helena With a few changes to the tilemap object, Tiled would be a viable solution for all tile based games large or small. Either way, I'd much rather use a level editor integrated and designed around C2 than some generic one. Using an external editor can be very limiting.

  • JamesXXXYZ Oooh. That was before we teamed up.

    As for the ZM prototype, that was for a different project that hasn't started yet.

  • JamesXXXYZ Erm..I have been programming this game myself from the ground up for months. Not sure where you got that.

    Refeuh Thanks for the info. I'm not so concerned about poor performance, as the game is fairly well optimized, but no WebGL means no Copy Girl ^^; All things considered, I don't imagine Copy Girl or many other C2 games will be coming to the WiiU.

  • helena

    Also I once used Tiled (via TMX Importer) with sprite objects acting as tiles (as Ashley and everyone else suggested) and ended up having to cancel the game because of the insanely slow preview/export/commit/update times, freezing when loading maps, difficulty managing tilesets, and tons of memory use. (It was that or re-building every single level in C2 and refactoring just about every object) You can't really load .tmx tiles into C2 tilemaps at runtime either due to the 1-tilemap-per-object design. That said, I strongly advise devs to NOT use Tiled with C2.

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  • Hey Ashley can we please get an official statement on these features? In my opinion only the first feature (picking already-placed tiles from the layout) is truly necessary as it sort of makes the other two redundant: Once you've placed some tiles you can zoom in on the layout instead, making it easier to view & pick tiles, and patterns / tile groups can be picked up and placed elsewhere to create larger and more elaborate patterns instead of adding more functionality to the rectangle tool.

    I know we can import .tmx files into the tilemaps but that's not very practical. Not only is it an awful workflow but it negates much of the work you've already put into the tilemap object. Just a few more features (or the one, really) and we won't have to rely on other software to get the job done

  • mudmask Yeah we're using the color replace shader. The palette is stored in a CSV file and parsed/applied in loops.

  • Overlapping at offset works to an extent, but is not perfect. For example, if a bullet is moving at ~60 degrees and hits a wall at the right it could return both a right-side and bottom-side collision. Sames goes for corners.

    I guess I'll just settle with detector objects positioned to bullets based on size, and put them in a container. Not the most elegant solution but it should do the trick.

  • Oh, sorry. I hadn't realized C2 creates a 1px border on export regardless of source image cropping.

  • You can hold ctrl while cropping to remove the 1px transparent border.

  • That'd work for objects but not walls/tilemaps :T