[Suggestion] Tiles as objects on tilemap

Discussion and feedback on Construct 2

Post » Tue Nov 05, 2013 1:43 am

Link is here: https://dl.dropboxusercontent.com/u/73299017/capx/ORPG.capx

Thanks a lot for the help.
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Post » Tue Nov 05, 2013 2:05 am

@Equinox80 You're using 3rd party plugins, aren't you using official one? the new beta comes Tilemap plugin
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Post » Tue Nov 05, 2013 2:07 am

My other map generator is currently disabled while I was testing the new beta Tilemap plugin. It's not doing anything.
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Post » Tue Nov 05, 2013 2:36 am

Is it much more efficient (memory/speed wise) to use this rather than lots of individual sprites? I guess that sort of info will come with the manual entry in the stable release.
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Post » Tue Nov 05, 2013 3:40 am

@alspal Yes it does, I tested it on my iPod 4 with safari, a platform game with a lot of tiles with 2 tilemaps 1 for show and 1 for block collisions, no lag.
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Post » Tue Nov 05, 2013 3:41 am

You would use like this

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Post » Tue Nov 05, 2013 2:56 pm

@joannesalfa

Image memes are fun and all, but I dont think this is the place for them.

Maybe I didnt put the question clearly, so let me try to explain:
As now, a tilemap is an entire object with one possible behavior for each tilemap, so If I wanted to have different behaviors for different tiles, I would need to create multiple spritesheets and assign them the behaviors.
Im starting to work on a pretty large project, so it would be benefitial to have each tile in a tilemap to be treated as a separate sprite and the entire tilemap be treated as an 2d array, so I could better control them on runtime.
For example, I could create separate collision maps for different tiles, change behaviors based on each one and destroy them individually if I so wish.
Im asking if there are plans for the future to treat the tilemap this way, akin to other solutions like Unitys 2d Toolkit or Rotorz.
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Post » Tue Nov 05, 2013 10:05 pm

@sheepy - I get what you're saying - though maybe expressions to reference a certain index of tile would be better instead?

For example, it'd be cool to be able to tell the index of the collided tile, or reference certain tile types through expressions , say if you wanted to have specific tiles spawn another object in events. :)

If you had a blank / non colliding tile @ 0,0 - you could spawn destructible blocks, or angled blocks / sloped walkways.

Or allow users to edit / draw to the tilemap at runtime - say if you were making a breakout clone.

Like

http://johnnysix.net/games/BangEdit/JohnnySix2013-11-05 22:23:09
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Post » Wed Nov 06, 2013 12:04 am

@sheepy Tiles as objects would kill performance, you should compare bewteen tilemaps and sprites in mobile devices. Pieces of sprite with power of two size would act sprites.

I've used 2Dtoolkit for Unity3D, it can automatize an image to tiles using some options such as dice or slices. It would be great for performance.


However, Ashley will make a blog about tilemaps.





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Post » Wed Nov 06, 2013 4:59 pm

Got it, thanks for explaining @JohnySix and @Joannesalfa! ;]
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