justifun's Forum Posts

  • This works fine for me in 152 on windows 7 64 bit

  • Add a tilemap object to your scene

    it will load a default tilemap bg

    use the open button to choose your own tilemap

    on the properties panel on the left side of the screen there are options to see how big each of your tiles are etc, so it knows how to break them up.

    No pick a tile by clicking on it from the tilemap menu (might be hidden as a tab next to the objects window depending on your screen layout.

    pick the pencil icon and chooose a tile in the window below and start drawing in the game play area,

    you can also pick the rentancle tool and choose an area of tiles in the tilemap window eg: a 3x3 block then click and drag to draw a 9 patch rectangle of tiles

    voila!

  • Ashley

    Now that we have per tile collision is there a way to remove the collision box on certain tiles in the tilemap? eg: mountain tiles? The editor doesn't seem to allow you to delete all collision box points for a particular tile.

    It seems the only way to do it right now is to simply delete the tile you want to remove collision on. Thus requiring 2 tilemaps if you want to use one for a bg artwork and one on top for collisions, is that correct? or is this functionality simply not added yet.

    am i correct that you need to add a solid behavior to the tilemap object to get per tile colissions working?

    thanks.

  • Hovering the mouse over a tile in the tilemap window as described in the beta release notes does not appear to work.

    windows 7 74 bit - C2 152 beta

  • Clicking the Edit Tile Collision Polygon button in the tilemap window does nothing.

    Double clicking the desired tile opens up the image editor window just fine though.

    Windows 7 64- 152 beta

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  • You can fake a infinite scrolling space background using this plugin

    scirra.com/forum/plugin-sprite-sheet_topic78654.html

    simply connect the keypresses of flying your ship to the offset x and y of the special tiled background in this plugin.

    Here's an example file

    dl.dropboxusercontent.com/u/403350/infinitespace-example.capx

  • Its mentioned in this video

    youtube.com/watch

  • box is overlapping box at offset - 32, 0

    (sub event)

    box animation frame = box.animation frame

    do action

    this checks the box next to it 32 units to the left

    then compares the box's current frame to the one next to it

    if they are the same, then it will perform the action you want.

  • Dont forget to make use of the "bookmark" feature as well. Right click an event and hit "add bookmark" to jump back easily in the future to a section.

    You can use the "search" field at the top under the view menu to find specific events etc as well.

    cheers!

  • Yup, they can both ben enabled/disabled independently.

    simply switch them when he hits the water!

  • I was able to replicate dynamic terrain deformation using the bitwise meathod for determining which tile to display.

    saltgames.com/2010/a-bitwise-method-for-applying-tilemaps

    I did it first with just a sprite with a different tile on each frame, but i was also able to achieve the same result with the new tilemap plugin.

    Took a while to setup but it would be awesome if it was built into the tilemap plugin.

  • check out the 'sprite sheet' plugin , works like a charm!

  • Not directly, but you could easily create a variable with a number

    eg: "damage zone" and give it a value eg 5

    then check at any point if the current frame of the animation player is at that target area

    system player.current frame >= "player.damage zone"

    then you can easily tweak that number later on.

  • You can't limit the projects frames per second, but you can adjust the timing of the animations and speed of the movement to mimic what you want to achieve.

    When you select an animation from the animation list you will see a speed attribute it the upper left. lower that number to slow down your whole animation.

    also, each frame of your character's animation has a "speed" attribute that tells the game how long to spend on each frame. Click a frame and look for it in the upper left again

    increase that number to adjust how long the game should spend on each frame of your animation.

    using both of these you can slow down how your animations appear to play out.

    as for how fast it translates across the screen, simply slow down the movement speed of the pathfinding.

  • - The texture is repeating infinitely for me just fine.