[SUGESSTION] Animated Tiles in Tilemap

Discussion and feedback on Construct 2

Post » Sat Nov 23, 2013 5:57 pm

Actually another way is to do the coding yourself, and have your events check tile numbers for each tile

If tilenumber=4 then wait 1sec and set tilenumber at tilelocation to 5

and etc,
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Post » Sun Nov 24, 2013 4:23 am

@megatronx won't you download r151?

@Thndr I already posted a .capx it represents your idea
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Post » Sun Nov 24, 2013 4:25 am

I won't because it seams to have problems with json, which I'm using a lot.
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Post » Sun Nov 24, 2013 4:59 am

@megatronx

demo

http://powerupware.com/Animated%20Tiles/

It's only 2 events and one tile map objectJoannesalfa2013-11-24 05:00:01
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Post » Mon Nov 25, 2013 4:48 am

I see. But if its two events, is it really so bothersome? :) How is it done?
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Post » Mon Nov 25, 2013 7:18 am




@megatronx the actions are based from the references about the coordenates of tiles, that's why we need something special to make animated tiles without the reference it could save our time.
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Post » Mon Nov 25, 2013 7:44 am

Yeah, it does look menacing. But you're not offsetting the tileset - you just replacing the tiles, right? You see its still actually much more efficient to have several squares of tileBackgrounds, and switch between them, then having engine to redraw each of the tiledBackgrounds of water created from the tileset. Because for more complex map structures (not square) you can end up with 5, 6 or more tiled background instances for even one small lake, having it to be redraw every few seconds, where my proposition only needs as many instances as there is frames. Even in your example, all water is using 5 instances of tiled backgrounds already, where if you would do it my way, you would only need 3 :) megatronx2013-11-25 07:46:15
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