Tilemap polygons tied to originalwindow size

0 favourites
  • 1 posts
From the Asset Store
220 Food Sprites in 16x16 pixel size. Perfect for items for a retro style game.
  • Problem Description

    When you have a tilemap larger than the original window size, it cuts the polygons where the window divides up the tilemap.

    So if originalwindowwidth is 200, and the tilemap has 32x32px tiles, the polygons always have seams every 224pixels (one tile larger than the screen size).

    This is a problem when using physics, because objects get caught on the corners of the polygons.

    It still creates the seams even if the tilemap polygons consists of two tiles! as long as it extends across a division, it will create a seam in the polygon.

    Attach a Capx

    https://1drv.ms/u/s!AhHSZHEulqh_gg72hiIU9Bgjl4mL

    Description of Capx

    Has a tilemap and sprite with physics behaviors. Has lines showing where the seams occur.

    Steps to Reproduce Bug

    • run and press arrow keys to move sprite around across the seams.

    Observed Result

    the sprite will becomes stuck after moving back and forth across any of the seams.

    Expected Result

    the tilemap polygon process should be smarter so that it doesn't create so many seams. The example shows how even an isolated group of tiles will still get split! This should be fixed!

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    vista sp2

    Construct 2 Version ID

    r247

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
Jump to:
Active Users
There are 1 visitors browsing this topic (0 users and 1 guests)