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Bitwise Auto-Tiling [C3 Runtime][Workers Support]

Description

Add auto-tile feature in your game ( 16 Tiles or 48 Tiles ) for Construct 3 Runtime.

Example Files

mcautot_example_cs3.c3p (161.43 KB)

Old example (Works with Construct 2 Runtime)

auto-tiling-cs3-tilemap.c3p (161.71 KB)

New simple example

Version History

Version Size Downloads Released
1.0.3 (Current)
Stable
7.53 KB 349 Download
1.0.2
Stable
7.53 KB 59 Download
1.0.1
Stable
7.67 KB 68 Download
0.8.1
Beta
16.92 KB 224 Download
0.5.0
Beta
13.18 KB 438 Download

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Download

1.0.3 Stable (7.53 KB)

Info

Statistics

  • Download count1,138 total downloads
  • Latest download count 349 downloads of latest version
  • Average download count1 downloads per day average

Owners

  • 12 Comments

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  • Its nice, but it would be nice to know how it defines how tiles work. Im too lazy to dig through that hugh tilemap to figure it out.

    Edit nevermind, found the examples in documentation.

    See I'm lazy.

  • Hi, how can I open this in construct 2? please help.

  • Hey macube, thank you very much for sharing this! Will try this out the next days. Is there any example, in which order the 16 tiles have to be? Or do i just have to try arround? :)

    Kind regards

    Joschi

  • How do you get 0.8.1 to work with Construct 2?

  • I don´t know if this is an issue that recently emerged but tiles cannot be drawn at x = 0 or y = 0. They just get ignored and left empty. I´ve dug through the code a bit and I cannot really tell why that would be happening. The arraymask is correctly set to true, but for some reason arraymsk[x][y] ends up beeing "false" right after. Really odd and I have no clue why that would be.

  • Example file doesn't seem to work on C3. It says check if it's a valid c3p file.