Tile Map Features

Discussion and feedback on Construct 2

Post » Wed Nov 23, 2011 12:22 am

@Kyatric Can i know what part of my post is biased and what are the false facts please ? Ok, you don't agree with it. But calling it biased and false without saying why is a severe and childish insult. I'm not trying to be rude with anyone i was just expressing my opinions.Kiyoshi2011-11-23 00:26:03
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Post » Wed Nov 23, 2011 12:53 am

I wasn't trying to be childish or insulting, I just didn't want to start up a discussion that has already been had several times on the forum "tile-editor vs no tile-editor".

Anyway here we go:
[quote]Drag-n-drop editors are great for a class of games , mainly games that are very art oriented like Aquaria or Braid.[/quote]
So as I said, Braid's tile-editor differs from "classic" tiles editors from what I've seen from the author in talks he gave. It's not squared/grid based, it looks more like C2's IDE in fact, where you drop your sprite, change its width/height, angle, etc...
So, to me, you're using the perfect counter-argument that goes to the opposite of all your argumentation afterwards. So here is some "false fact" to me.

[quote]That said, a tile editor not only is essential but the types of games that are more adequate to web games right now are most tile based games or games that use tiles in some level. It must be put on top of list.[/quote]
This comment is biased imo.
I've made several projects, and so far I never had the NEED for a tile editor. A tile-editor is not something ESSENTIAL. Nevertheless, as I mentionned in my previous post, priorities are something subjective anyway. So it is biased, but it is nothing to be ashamed of and I don't mean it in any negative way.
For the comment about webgames, there's also some bias here. Maybe more generalization. There are so many games over the web, it's a bit restrictive to say "types of games that are more adequate to web games right now are most tile based games".
There are thousand of shoot 'em up on the web for example. Do they use tiles-editor ? Probably not. Are they not adequate to web game ? they are adequate else there wouldn't be so many.

I'd rather not start an argument there because I find it quite pointless, you have your opinion, I have mine and debating about it in a dozen of posts won't help achieving anything more than spending the time to write said posts.
I've just noticed you were one of those activaly participating during the "tile-editor feature request" posts that occured several months ago whit the polls about the features the users wanted to see added to C2.

As I stated in my previous post, there are ways to go with C2 and have efficiency in level making. And a tile-editor is a full software in its own right.
You (always) seemed to absolutely desire this tool where I really don't see the urge.
I'm biased too, don't get me wrong, and I know it, but I honestly believe you can work your way through C2 and have tiled levels quite efficiently and without has much pain as it has been said on this topic.

I'm maybe missing something here, but as I said, Space Jinx works with tiles (each tile represent some sort of object with different properties/behaviors) and managed my way quite painlessly through it (once I had settled my mechanics).Kyatric2011-11-23 00:54:02
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Post » Wed Nov 23, 2011 1:08 am

Ok. I understand. It's just that the way you said at first sounded offensive. But now it's sorted out.
Some things: First " Drag-n-drop editors are great for a class of games , mainly games that are very art oriented like Aquaria or Braid."
I meant what i said. Drag-n-drop (non tile based) editors like it is now on c2 are great for games with free element positioning. But it falls short for other types. Thats all. It is not a counter argument. You misunderstood it.
Second thing: Ok it is not essential my bad. But if you look at it that way most of the things in C2 are not "Essential". They're there to improve Usability and Ease of Use and most of all Productivity for many kinds of games, and a little more for some kinds. That's all. Hope that ends the argument.Kiyoshi2011-11-23 01:11:18
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Post » Fri Nov 25, 2011 12:40 pm

tile based editor can help a lot, especialy with digging games. i'm having a bad nightmare to figure out how to build my project without a tiled based editor and still have the features like, digging at propper place, place object at certain point, grass grow/expand and player building things... with a tiled base we could build the tile propperties better and faster.

i really like the scirra because my assets are hand draw, but a tile based editor plus drag-n-drop = epic win, we could make better graphics and still have the features that help to build a tiled game.

we all know that the scirra construct can build a tiled based game without a tile editor, but its just hard, like swim against the river.
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Post » Thu Dec 29, 2011 8:10 pm

[QUOTE=inkBot] I want to throw this out for discussion.

Edit: Tiled might be a good editor (I dunno, haven't used it) but tailoring C2 features towards it specifically would be a really bad move. What if Tiled stops being worked on?

Allowing C2 to read XML files and generate terrain based on that would suffice, no need for specific Tiled features I'd say.[/QUOTE]

Tiled is an open source GPL project meaning that if the current developers ever retired and maintenance became necessary (on tiled as used for Construct2) then Scirra could make upstream changes to tiled in the case tiled became the de-facto editor in practice for tiled maps in Construct2. This is not a new arrangement. Disney (and partnership with Carnegie-Mellon University) maintains the open-source Panda3D engine where it is being used as the de-facto engine for projects including their Pirates of the Caribbean and ToonTown MMO's.
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Post » Thu Dec 29, 2011 9:27 pm

Well right now i'm making everything with tiled backgrounds that's the workaround for now :D In fact the tile system could use the concept of tiled backgrounds for some cases like filling an entire area with the same tile etc. I feel there's a good way to make a tile system without needing an expressive rewrite of the map editor.
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Post » Thu Feb 14, 2013 8:22 pm

Have these better tile features been put in place? Also, is there any update on per-pixel collision? Just joined and want to create a digging game and these seem to be a constant theme on this topic. Thanks!
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Post » Thu Feb 14, 2013 8:31 pm

@doublearonaz, there is no per-pixel collision yet (I believe Ashley has given a reason for this in another thread).

Tiles are relatively easy to do using animation frames and the 'initial frame' property.
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Post » Thu Feb 14, 2013 9:25 pm

Thanks for the response!

Any workaround you can think of with the per-pixel collision?

Sounds like I could accomplish a lot of what I am looking at with your initial frame property and arrays.
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