[PLUGIN] TMX importer

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Post » Tue Aug 27, 2013 6:29 am

Delete the first action in event 3 and change the first action in event 4 from Currentleveldata to Ajax.LastData.
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Post » Tue Aug 27, 2013 5:32 pm

@MadFactory

Yep, that (sort of) worked - I'd tried doing it directly with a different .tmx and ended up with a blank screen. It's still only loading one layer of tiles, though the other layers are present in C2 (and named the same as in the .tmx).

*EDIT: started new Tiled map, new one loads fine.digitalsoapbox2013-09-04 21:29:08
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Post » Wed Sep 04, 2013 8:49 pm

@rexrainbow

I managed to get my tmx map coming in (I just had to start a new map from scratch and it all seemed to behave properly after), but there still seems to be an error in rotating + mirroring a tile image.

In the image below, you can see my tiles in Tiled (on the left), how they look when placed on a map (rotated 90dg, or pressing "Z" once) and mirrored horizontally ("X"). The image in the yellow box is how the tile rotation & mirroring shows up in C2.



Rotation & mirror/flip seem to work fine separately, but they're not playing together very nicely.digitalsoapbox2013-09-04 21:28:36
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Post » Sat Nov 02, 2013 10:38 pm

For multiple Tilesets in 1 Sprite:

In order to do this I made the TileSet name in Tiled Map Editor = to an animation name in the tile itself. And then proceed to set the animation = to the TMXImporter.TilesetName and animation frame = to TMXImporter.Frame.

For example in the animation I have it named Outside_B and in Tiled the tileset is named Outside_B.

After that my code ends up like this:



The code is just a test, not my actual code as I am still developing the Map Generation as of now, paused everything for a while lol.

That simple :)

I recommend this be added to the post if you find this efficient as this will help ALOT of people trying to use Tiled Map Editor making RMVX styled games.

NOTE: I am using Pacman tutorial for movement hence the Spawn [] Solid on layer Self.LayerNumber (This is not needed, just what I am doing).
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Post » Sun Nov 03, 2013 12:10 am

@Equinox80 Yeah I've been doing that for a while...Problem is it results in reeeeally long load times if you have a lot of tilesets.

Scirra mentioned thety are working on a tilemap editor so this plugin might be obsolete soon ^^;

Unless you need to dynamically load your levels for a metroidvania or something...but even then you're better off using your own editor.
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Post » Sun Nov 03, 2013 12:45 am

Ah okay. Figured I'd give it to people now.

Haven't tried it beyond 1600x1600px layout. No load time through that so far (50x50 tiles going at 32x32 pixels) and 3 tilesets 512x512, 512,512, 512x384.

Although a Scirra Construct 2 TileMap editor, that works with RPG Maker, or at least a customizable (would be better for compatibility) Map Editor would be AWESOME.

Edit: Then again not everybody has an intel i7 processor and 16 gb ddr3 ram. So longer load times I suppose on other devices.Equinox802013-11-03 00:46:30
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Post » Sat Dec 21, 2013 3:31 pm

Can anyone post a video tutorial?

Please! :)
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Post » Sat Dec 28, 2013 7:28 pm

@rexrainbow

I couldn't find any mention of it, but are external tilesets currently supported? As in, can I export my tilesets so that all tilemaps can reference them (since they may change in the future and it's easier to manage updates that way outside of C2 and in Tiled)? I've tried importing the .tsx files into my C2 project, but just end up with a blank screen.
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Post » Sat May 03, 2014 3:38 pm

Here is the next version of tmx importer.
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Post » Wed Sep 24, 2014 12:24 pm

Just wanted to thanks for the plugin! It's working great once I got a hang of it :) Now making segments for my runner game will be much easier :D
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