TileMap vs 9-Patch

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Post » Sat Dec 14, 2013 9:22 pm

I know how to use TileMap and 9-Patch as individual objects, but I want to know when and where should I use each ?

For example, I want to make levels like these ones:
Island Level
Forest Level
Rock Level
Snow Level
Cave Level

I want to mention that the levels will have at least 2 layers (one layer with solid objects and one with the background).
Which one should I use ?TGeorgeMihai2013-12-14 22:02:41
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Post » Sun Dec 15, 2013 12:59 pm

Use TileMap if you can

9-patch is no bad, but too many objects for this.

Only two TileMap in your project for the entire map.

You can test this Map : AdventureIslandIII-Area1-1-CoastalClash

It's an TMX map from TilED Editor.
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Post » Sun Dec 15, 2013 2:11 pm

Use tilemaps only for those kinds of levels. 9-patch is more useful for UI windows, resizable rectangles and such.
Scirra Founder
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Post » Sun Dec 15, 2013 6:28 pm

@anata
@Ashley

Thank you
So is better to use only one TileMap for both layers (one with ground objects and another one with the background sky and clouds) instead of two separate TileMaps.

Is better to use bigger or smaller Tiles ?

Also, is there any way to use 2 different textures (low quality and high quality) using the same TileMap ?
I am designing my game for 720p but if the resolution is bigger, the characters will use higher quality sprites (another set of animations with bigger resolution). Can I do the same with TileMap ?
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Post » Wed Dec 18, 2013 5:57 pm

[QUOTE=TGeorgeMihai]Is better to use bigger or smaller Tiles ?

Also, is there any way to use 2 different textures (low quality and high quality) using the same TileMap ?
I am designing my game for 720p but if the resolution is bigger, the characters will use higher quality sprites (another set of animations with bigger resolution). Can I do the same with TileMap ?[/QUOTE]
Anyone ?
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Post » Thu Dec 19, 2013 8:23 pm

Up

Any way to change TileMap's texture in game ?
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Post » Thu Dec 19, 2013 8:28 pm

You're asking a lot of questions about a recently introduced feature.

Why not just prototype a few scenarios. That way, you'll be able to both provide yourself and the rest of us with the answers.
If your vision so exceeds your ability, then look to something closer.
Moderator
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Post » Thu Dec 19, 2013 9:34 pm

[QUOTE=zenox98] You're asking a lot of questions about a recently introduced feature.

Why not just prototype a few scenarios. That way, you'll be able to both provide yourself and the rest of us with the answers.[/QUOTE]
I already tried but didn't find what I want ... The only way to use higher resolution textures is to create the TileMap at 2x the size I need and set layer's scale to to 0.5 at the start of layout.
I thought there might be something like this:
http://stackoverflow.com/questions/13763769/how-to-create-single-tile-map-for-universaliphone-ipad-for-cocos2d
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Post » Fri Dec 20, 2013 8:00 pm

@Ashley

Is there any way to make TileMpas look good on different resolutions except downscaling ? Something like sprites to be able to use bigger resolution textures ?
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Post » Sat Dec 21, 2013 9:56 am

@Ashley
@anata
@Aphrodite

The TileMap works great in Chrome, but I can see the grid in Firefox, Internet Explorer, Node-Webkit, CocoonJS and Android Browser (Android 4.0.4 ICS)



TileMap_Bug.capx

Is this a bug or did I implemented it wrong ?
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