[SCIRRA!] PLEASE ADD SET ANGLE OF TILE MAP!

Discussion and feedback on Construct 2

Post » Fri Nov 11, 2016 6:33 pm

newt wrote:Tiled denotes objects lined up together, next to each other, and not overlapping each other.

If it is rotated..
Would tiles line up together? Yes
Would tiles be next to each other? Yes
Would tiles overlap? No

By your rules, it is still a tilemap.
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Post » Fri Nov 11, 2016 6:37 pm

What happens when you rotate a collision polygon?
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Post » Fri Nov 11, 2016 6:47 pm

if the tilemap is rotated, it would just rotate with the tilemap.
at the moment, tilemaps can't be rotated, so when layers rotate, the tilemap is drawn rotated, but the collision polygons aren't
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Post » Fri Nov 11, 2016 7:04 pm

Wait, are we talking about just rotating the whole map, or the ability to rotate individual tiles?
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Post » Fri Nov 11, 2016 7:38 pm

Just to clarify... When rotating a tilemap in a separate layer, collision polygons don't work properly anymore. It's not that the collision cells didn't rotate, it's the collision polygons failing to work since it can't rotate. And because of that the tilemap collision polygon becomes one whole rectangle / square. If the case is that the tilemap has the solid behavior, it will become one rectangular/square solid ignoring it's own collision polygons.

My point is that the collision polygons not rotating is not the case, it's actually ignoring the custom collision polygon and reverting to a single rectangular default collision polygon because of the fact it can't rotate. Even the blank parts are affected.
Last edited by chadorireborn on Sat Nov 12, 2016 10:08 am, edited 2 times in total.
The Things you can create is only limited by your imagination. If you don't have the skills then use your motivation as a natural force to exceed all expectations. Chadori RebornXD
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Post » Fri Nov 11, 2016 7:57 pm

OK, well that's different.
I think the question would be if that would have any impact on the performance of the object.
I expect it probably would, and the most feasible solution would be set angles of the texture in multiple tilemap objects.
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Post » Sat Nov 12, 2016 5:19 am

Ashley wrote:This is the kind of thing which is a lot easier to do if we drop canvas2d support, but right now I think that would upset a larger number of people.

Can it not be done? I mean I understand it might be hard but I think it would open a huge area for new types of games.
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Post » Sat Nov 12, 2016 7:13 pm

You can still make this using normal sprites positioned as a grid (and Containers). More stuff to calculate but is possible.
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Post » Sun Nov 13, 2016 9:27 pm

TGeorgeMihai wrote:You can still make this using normal sprites positioned as a grid (and Containers). More stuff to calculate but is possible.


Also, you could use the pin behavior to have your block sprites pin to an invisible sprite, so you could move this sprite around however you liked and the blocks would still follow it. This would work much much better than using a tilemap.
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Post » Sun Nov 13, 2016 9:46 pm

There are advantages to using at tilemap instead of multiple sprites, for obvious reasons.
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