Tokinsom's Forum Posts

  • 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.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • 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

  • How would one go about detecting which side an object collided on? e.g..

    +Bullet collides with wall on the RIGHT

    -Do this

    +Bullet collides with wall on the BOTTOM

    -Do that

    'Overlapping at offset' doesn't cut it because it's the same type of collision..just at an offset.

    All I can think of is using detector objects but...ew. Any other ideas?

  • Joannesalfa Because C2's tilemap already does most of the same things minus these seemingly simple & common features (well, some of them). I'm not going to use an entirely different program just for a few more features..that would just negate the work Ashley has already put into the tilemap object.

    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.

  • Oy, that guy just had to make that C3 thread...Ashley should probably make a blog post clearing things up. It's just a new editor, wont be out for quite a while / likely is not even in the works right now, and will probably come with a discounted upgrade from C2. So yeah, go ahead and buy C2 if you want.

  • Prominent If you have a tileset with more than 1 tile, you can select the erase tool, then left click + drag over your tiles (as if you were selecting multiple) to increase the size of the eraser. The max eraser/selection size is that of your tilemap.

    Anyway, I fully support these additions. Namely picking up already-placed tiles from the canvas. That one is absolutely necessary if you plan on making any real maps, and has been requested a number of times already.

  • Correct. There is usually some transparent space left over but to me its not a big deal...I dont develop for mobile and primarily make retro games so I'm not worried about a little extra vram.

    I put the hotspot at the bottom middle for everything except menus and backgrounds and stuff..those go at the top left.

  • Oh ok. Just wasn't sure if there was a reason for for it or what.

    Anyway I'd be happy to put together a list and post it here asap.

    Thanks!

  • Ashley There are a few object expressions you can retrieve when using "Compare two values", but not through the object itself. Why is that? It can make object picking difficult at times.

    For example, you cannot retrieve a bullet object's angle of motion through the object...instead you must use "Compare two values" which tests all instances, correct?

    On a similar note, can you please add conditions to check if a behavior is enabled? Sinewave behavior has this, but it seems the rest of them don't.

    Also the platform behavior can check if it's against a wall, or on the floor, but not on the ceiling. Can you please add that too? Consistency, man!

  • I almost always use fixed size sprites because they're easier to manage, especially when it comes to hotspots & image points. They're also great for when you have multiple layers to your sprite (i.e. armor in Megaman X). Aside from that, unless I'm using a separate 'base' object for collisions, I'll use them for consistent collision polys.

    Only when I'm 100% confident the object is finished and I won't have to change anything will I crop the sprites...but in many cases it hardly makes a difference anyway.