The version I gave to 4ian needs the git version of GD (some modifications to make the tile collision condition work). So I can give you a RC version.
Ah, okay. I understand. I hope that this git version will be soon released, I really can’t continue work on this project without it (in mean time I’m coding menus - this game has options menu) and making graphics/figuring out save format (don’t know yet what I’ll need to save and what game will be able to figure out).
Note that the object will provide an expression return a string representing all the map tiles and an action to set tiles according to that string (so, if you want to let the user customize the level, the open/save feature will be easy).
I know, I regularly read object’s code. It’s very cool, but since basic ASCII has only 255 characters, from which most aren’t printable, how you will handle maps using tilesets that have more than 255 tiles? Unless you are using base64 or something similar to generate string - this may work.
The string is just composed of each tiles ID (as number, not as encoded chars, so there are no limitations) separated by ‘,’. I also use ‘|’ to separate the columns and ‘#’ to separate the layers.
135,856,986|565,5894,212|5698,5654,23#135,856,986|565,5894,212|5698,5654,23
\__________/
The first column of the first layer
That’s exactly the same way the tilemap is stored in the GD project file.
is this in git? wonder if the next gamedevelop will get it
Yep, it has been merged some days ago.
You can try by compiling the current git version.
Indeed, the collision mask editor will come after as it needs some work on GD source code (sharing polygon editor with the sprite extension).
I’d like to port the extension to the web platform but if I don’t have the time to do it soon, I’ll release a new version with the extension as it is now
Well, you could put build now and then release web version of extension later with instructions on how to put it into GD.
Add ability to zoom in map and set when you are working with small tiles.
Also there is a problem with rendering maps/tilesets using small tiles. I am making gameboy-style game for 2 colors jam and so I work with 8x8 tileset to be as close to the real deal as possible. Here’s the tileset:
And here’s how it shows in tilemap editor:
Yep, even tiles that are fully transparent are rendered as black. It renders (mostly - some tiles are missing pixel or two even though they have it in tileset, for example first, dark bricks, tile) correctly in actual game and in GD so I don’t know what’s the issue is.
What is your tileset format (GIF, PNG) ?
Are you sure you’ve set the tile spacing to 0px ?
Png and yes. I’ve even doublechecked it.
I’m using beta2 version of extension so it may be fixed in your version.
I dont think it has been fixed.
Does it render correctly ingame/in scene editor ?
Does you tileset look black in a sprite editor.
And yes, it looks fine in sprite editor.
Blank lines, they’re back:
Also I’ve googled it and found possible (?) solution: en.sfml-dev.org/forums/index.php?topic=15338.0
I already done (and again I can’t do anything more about that as the object is moved by the difference between the view pos and the nearest integer view position) but are you sure the zoom factor is a multiple of 2 ?
Yeah, it’s 400%. And when moving around camera, it disappears for a moment, then reappears. Can’t you make it so it would use integers or at least rounded doubles for viewport position? I mean, you can’t really scroll by half of the pixel, so what’s the point?
By the way, can you release “patched” version of beta2 version of extension so that “black error” won’t show up? I’ve barely made a one screen, won’t be able to do whole levels with this (had to have graphicsgale opened all the time and “calculate” positions of tiles I wanted to put in level)
Also (this is less important as I just nitpick there) map editor should draw line after last column/row as well, since I often think I’ve reached end of level and need to increase it, then I remember about that I have one more column/row left.
The view position position is a float coord so that you can scroll by a half pixel. But I can’t do anything about that from my extension.
Construct for example has two mode (configurable in the project), a standard mode (with float coords) and a rounded mode (with int coords).
Let me find the bug first…
EDIT : I’ve found a solution to that bug, will be fixed in the first public release (can’t release a patch for the beta as it’s not meant to be used in real projects)
Already fixed for the last version (the part outside the map is drawn in grey so that you can easily see the last column/row).
Oh I realize you can’t do anything about scrolling from within extension. But since GD is now open source and you already modified it… Also I really need it before jam ends (the fix for black bug).