I guess this question is for Victor as he wrote it
What is the best way to implement tilemap objects in a game?
I have experience in using tiled so I have made a simple map with one tile layer and an object layer which has rectangle and polygon objects.
I have imported this and have put a platformer object on the scene.
It falls through⌠ok, so it doesnât seem to import the collision âobjectsâ from tiledâŚ
So I set individual tiles to âcollidableâ in the tile editor and now they do collide, but this seems to make a collider for each tile. I thought the tiled objects would be imported and we could use those as colliders which would really lower the amount of collisionsâŚ
Also if I want some parts of the map to be âladderâ or âjump throughâ do I need separate maps? At the moment you can set only one platform type for the whole mapâŚ?
The TileMap object doesnât support independant collision objects. However, it supports âper tile collision masksâ. You can edit the tile collision by opening the window âView > Tile collision editorâ (Ctrl + Shift + O). Gdevelop will import only the first âobjectâ of each tile collision objects.
By default, tiles not having at least a collision object will be not collidable.
This is a limitation of GDevelop more than a limitation of the object. You can disable the collision for the ladder and use an âinvisible objectâ to do the ladder with the Platform behavior (so you can keep the ladder on the same map).
If you are using tilemap object to make a level (platformer game), I recommend you to cut your level parts, because of that collision thing game slows down a lot if you have one huge level and you have made whole level using one tilemap object.
I had to do it in my game, but I think it depends size of the level you are making But now you know if your game is slowing down
Yes, I understand this and am going to progress my game using tiled to create the level graphics, but then hand create all the colliders using âinvisibleâ sprites⌠itâs just I expected the tiled import to create those invisible sprites from the tilemap âobjectsâ imported from tiled. This is how Iâve used tiled in the past with other engines.
I thought this was a, ânot yet implementedâ feature, as you appear to import these objects but from your response it appears this functionality is not planned, or maybe even possible in GDevelop. So why do you import them?
Also, on the GDevelop tilemap editor there is back, middle and top layers⌠what is their purpose? Also, the âhideâ layer button, with the eye icon, does not appear to do anything in the windows IDE.