Tokinsom's Recent Forum Activity

  • I give up.

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  • I only developed a large-scale game with 2 other devs over the course of 9 months with Tiled. I think I would know a thing or two about it and the problems we faced.

  • Can we please just forget about Tiled for a minute? I've already explained in this thread and others why C2 devs shouldn't use it, and that was just the half of it. This is not about Tiled, its about C2's tilemap object.

  • Bump :T

  • +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.

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Tokinsom

Member since 6 Jun, 2010

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