Suggestion:draw sprites in the editor

Discussion and feedback on Construct 2

Post » Fri Dec 06, 2013 2:49 pm

I'd rather we find a way to fix the tilemap object so you can use it, since it's designed specifically for this type of thing already, than add other features duplicating what the tilemap can already do. Are seams the only reason you don't want to use tilemaps?
Scirra Founder
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Post » Fri Dec 06, 2013 3:19 pm

[QUOTE=Ashley] I'd rather we find a way to fix the tilemap object so you can use it, since it's designed specifically for this type of thing already, than add other features duplicating what the tilemap can already do. Are seams the only reason you don't want to use tilemaps?[/QUOTE]

@Ashley, yes the seams are the main reason.The tilemap without the seams would be almost perfect.Better than that, i can only imagine the tilemap object with an autotile option .When enabled, just draw any tile , and let the Tilemap auto tile them correctly.

Thanks!
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Post » Sun Dec 08, 2013 6:27 pm

@Ashley, should i expect any improvements to the Tilemap object(the "seams" problem)in the near future?
Because it will be a lot harder to revert the Sprites to Tilemaps in a later stage of my game development.

Thanks.cesisco2013-12-08 18:28:14
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Post » Mon Dec 09, 2013 7:06 pm

@Ashley , sorry to insist, but can you answer the question above?

Just to know if it worth to wait a little bit for some Tilemap improvements.

Thanks.
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Post » Mon Dec 09, 2013 7:34 pm

Insist that the main developer responds, knowing how busy the guy is? Really?

Some people :(
If your vision so exceeds your ability, then look to something closer.
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Post » Mon Dec 09, 2013 8:38 pm

We have no plans to improve it right now. I'm not clear how we can actually solve the seaming in a reliable way, and just pixel rounding and letterbox integer scaling should be enough to solve the seaming. (I think even with linear sampling those settings should solve the seaming - point is just to guarantee it really.) Why not just go with that?
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Post » Mon Dec 09, 2013 8:45 pm

[QUOTE=zenox98] Insist that the main developer responds, knowing how busy the guy is? Really?

Some people :([/QUOTE]

First, my name is not "Some people", is Csar/cesisco, you can call me that.
I was only asking a 2nd time because, Ashley maybe missed the post, i don't like to just "bump" the post.
In the last 5 years i spent over 20.000 Euros in software, and i never kwew a company with better costumer support, but of course i can understand if they can not answer every single question, what i can not understand, is someone giving the answers for them.
For the last 4 years, until now i have been polite in these forums, and i would love to remain like that.
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Post » Mon Dec 09, 2013 8:50 pm

[QUOTE=Ashley] We have no plans to improve it right now. I'm not clear how we can actually solve the seaming in a reliable way, and just pixel rounding and letterbox integer scaling should be enough to solve the seaming. (I think even with linear sampling those settings should solve the seaming - point is just to guarantee it really.) Why not just go with that?[/QUOTE]
!
@Ashley, ok thanks. i'll go that way.Keep up the outstanding work
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Post » Tue Dec 10, 2013 1:40 am

Integer scaling by itself does not remove seams. You have to reduce the quality of the game with point sampling as well. It's a shame there is no solution to this...

Maybe someone will come up a with new tilemap plugin for high resolution games.

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