Ashley's Forum Posts

  • Your project uses third party plugins. Please follow the bug report guidelines and re-submit a minimal .capx that does not use any third party code.

  • Closing as not a bug.

  • Is this fixed in r149?

  • Please follow the bug report guidelines and submit a minimal .capx made from scratch demonstrating the problem. This project is big enough that it seems likely to just be a mistake in your events.

  • The WebGL renderer has internally batched all calls for a long time now, and Tilemap draw calls are batched in together with Sprite and Tiled Background draw calls as well. It should all be running pretty efficiently and good batching is part of the reason our WebGL renderer often benchmarks 10x faster than canvas2d. In the blog post, a "draw call" actually refers to calling in to our WebGL wrapper, which internally batches calls in to a very small number of actual WebGL calls. Maybe it was a little confusing, but does that clear it up?

  • You do not have permission to view this post

  • Pakost - there is no point doing that. The runtime basically does that itself, but faster, inside ordinary collision tests.

  • There aren't any such features right now, but we'll be improving it over the next few releases and will try to cover this.

  • 1) I'm not sure how custom collision masks per-tile would fit in to the editor. How workable would it be just to place sprites on top and use them for collisions as well? It seems to be a good middle ground.

    2) It's far more efficient like that - it's more like using a series of tiled backgrounds in the most optimal way possible. I'll cover how this works in a technical blog soon.

    3) Only if it's essential - is it really badly needed?

    4-5) The current tilemap editor is very much a first iteration. We'll be improving it over time.

    inkBot:

    You can't move the tilemap if you have any tool other than the select tool chosen. You can also stamp sets of tiles by selecting a larger area of tiles with the pencil tool.

    With regards to advanced features, for now we're taking a similar stance as the image editor: we get tonnes of feature requests, and we're a small team, so we want to get everything covered as well as possible. That means not getting stuck down rabbit holes making the image editor as good as Photoshop when Photoshop already exists, and I think the same thing with the tilemap editor with regards to Tiled. It's a lot of work to reinvent the wheel when the importer seems to work just fine, and the built-in editor serves well for tweaks or small-scale design.

  • Closing, we need steps to reproduce the problem otherwise there is nothing we can do. Also have you tried updating your graphics drivers and tried again with r149?

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Do you mean r129 or r149?

    Not much we can do about it either way, it's a false positive. I've got AVG installed on my dev machine and it didn't seem to complain, though.

  • If you want to do something like a moving platform, just throw in a Sprite on top of the tilemap. I doubt we'd ever code tilemaps to do everything sprites can when you can have the dynamic parts as separate objects.

  • You need to talk to your host. Setting up MIME types depends on the server or host setup.

  • Your original post lists lots of features, and Construct 2 has all of them, as far as I can tell, apart from the fact the editor runs on Mac/Linux (and the fact it's free - although Construct 2 also has a free edition).

    Is it just those two things - a Linux editor and the fact it's free? Anyway, I'd be interested to hear how you get on with it.

  • 'Is in touch' is not a user input event (from the browser's point of view). You need to request fullscreen in the 'On any touch start' trigger, otherwise the browser will ignore the request.