Tokinsom's Recent Forum Activity

  • How can I get an object using the platform behavior to jump to a specific position? i.e. an enemy jumps from right side of the screen to the left or jumps from the right or left side to the middle.

    There's a parabola example around here somewhere that can do this well, but I just wanted to see if it can be done with the platform behavior and minimal variables because I'll be using it often and with a number of different objects.

  • We're talking about 2 different things. I was referring to loading Tiled's tileset layers (with multiple tilesets each) into C2's tilemap objects via the TMX Importer at runtime. The TMX Importer was designed to use sprite objects acting as tiles, so it doesn't provide the necessary features to use tilemap objects instead. On that note, using sprites acting as tiles is horribly inefficient and hard to manage, so if you ask me, the TMX Importer should be canned.

    You're talking about importing .tmx layers into tilemap objects in the editor. While that is a solution, it is a really awful workflow when you have many tilemap objects + other objects, zones, triggers, etc. in the layout that you have to account for. Again, it is merely a temporary workaround as far as I'm concerned.

    Now...You might be able to load tile layers properly during runtime via XML or something, but that still doesn't justify switching to Tiled. You'll sacrifice everything C2's layout editor has to offer and have to hard-code every single objects' creation and properties, among other things. There's a lot of baggage. It's too late to do that for our game anyway; we're over 9 months in.

    Besides, Ashley is almost done with this feature. We already have a single-tile pickup. I'm simply asking he also allow us to pick up multiple tiles with a marquee selection.

  • .....ok? I think you're completely missing the point here.

  • I really don't want to derail this thread with Tiled discussions (it's happened before) so I'll just say this: C2 does not provide all the functionality you need to properly utilize external editors like Tiled. Mostly because they often use "Tile Layers" which utilize multiple tilemaps each, whereas C2 only has "Tilemap Objects" that utilize a single tilemap - There are fundamental differences that prevent them from working well together. You can sort of import .tmx files directly into C2's Tilemap objects, but this is a completely unacceptable workflow and merely a temporary workaround as far as I'm concerned. Even if C2 could properly use Tiled...it's kind of silly to sacrifice everything C2's layout editor offers for 1 feature, don't you think? C2's layout editor is vastly superior seeing as it's fully integrated and "WYSIWYG". If Ashley adds this one feature then I can't think of a single reason to use an external editor other than randomly/dynamically generated levels.

    I hope that settles that

  • Yeah there's a handful of new features it could have but I'm just trying to get what we NEED right now before it's too late!

    We already built one level for our game (320x240 res with 8x8 tiles) and it took over a month because we don't have this feature :<

  • I don't think he's building HTML5 games with that thing...

  • Yeah, it's essentially copy/paste. Some tile editors actually have you use a 'pointer tool' and ctrl+c / ctrl+v which is awful, so I refer to it as "picking up" instead. If you've used Tiled before, it's the same as right click + dragging.

    Most tilesets are arranged in a way that saves the most space and groups certain tiles together, but specific patterns/structures have to be created yourself on the map. Right now you have to recreate each one by hand, tile-by-tile. With this feature you can do that once, "pick up" the whole thing, and place a duplicate elsewhere. You can also do this with smaller patterns and such to speed things up.

    I guess there just aren't many people using the tilemap object or else this would be a very commonly requested feature :T

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  • Ashley I would like to request for the bazillionth time that we get a multi-tile-pickup in addition to the single-tile-pickup that was added a few releases ago. We have been needing this since the day the tilemap object was added over a year ago. As I've said before it will...

    -Drastically increase production speed by allowing us to reuse laid out tile patterns no matter the size or complexity.

    -Let us rotate/flip/mirror said tile patterns.

    -Allow us to shift large portions of tiles as needed.

    Please and thank you. Good day. Cheers.

  • If I understand correctly you want to do something like this:

    -Set object x to 10 + random(10)

    -Set object y to 20 + random(20)

    This will create an object in a "random zone" between 10 and 20 on the x axis, and 20 and 40 on the y axis.

  • Today we finished our first mini-boss, Cython. (working name..?)

    You can chip away at his body segments which makes him lighter and faster, ultimately revealing the cores to do real damage.

    Not the craziest miniboss out there but it was great practice and I finally got the whole boss state thing finished. Only ~15 more to go! O_o;

  • That uh...never occurred to me...I use functions with UID params all the time, too. Bah! Still a workaround but ultimately cleaner than my Units method. I'll give it a shot!

  • A while back I started putting all behaviors I want my objects to use in a "Behaviors" family. This way, I only have to code interaction with things like treadmills, springs, water, surface modifiers, etc. a single time, I'll only have one set of variables to mess with, and I'll have significantly more control over their behaviors as a whole. Frankly I think it's stupid to not do this or else you'll have tons of duplicated events with different objects.

    So let's say I want to add some enemies. I can make a new "Enemies" family and put my enemy objects in both the "Behaviors" and "Enemies" family. Now they interact with all the level objects my player does, and my player can interact with them as it should. Again, with only 1 set of events.

    But now...Let's say I want to disable an enemy's behavior, or change its behaviors' properties when it's damaged / had a spell cast on it. This is impossible because the two families the enemy is part of cannot 'communicate' with each other! I can't do something like:

    +If

    ENEMIES.hurt = 1

    -Disable

    ENEMIES platform behavior

    (because the platform behavior belongs to the "Behaviors" family, not the "Enemies" family...but the object is in both, so...what the hell?)

    So...what I've resorted to doing is making a "Units" family instead of a "Behaviors" family...and giving it extra variables to decide if an object in the family is an enemy, boss, etc. Problem with that is there's a TON of baggage - many objects in the "Units" family inherit dozens of variables and behaviors when they only need a few of them. For example, I want to put collectibles in my "Units" family so they interact with level objects and such - but now they have all the variables and properties that enemies do. I also get lots of conflicts (i.e. an object with Boss=1 also needs to have Enemies=1 so it interacts with the player properly. However, bosses and enemies work differently in some cases and can only be one or the other.)

    So I dunno. Anyone have a better way of handling this or do we just have to wait until C3 and (hopefully) proper inheritance?

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Tokinsom

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