Z
zendorf
Guest
Would love to see the rectangle and line tools that work with tiles, also work with instances in grid snap mode. Is there any chance that this is on the roadmap?
I am creating a puzzle platformer and using instances (as opposed to tilemaps) as most instances are physics objects that need to collide with other instances. I am having no performance problems at all using this approach. It just can get tedious to lay out a grid block of say, 10 x 20 instances. These instances have their sprite content changed procedurally in the create events. So even though I may use many of the same type of instance to lay out a level, these are swapped out at the start of the game.anything is possible.... but I'm not a fan. doing this would imply you're making long lines or zones with instances - presumably for collision. I'd like to move people away from this as it's incredibly slow.
if its not for this, then in what cases are you wanting it for?
yes.... you are. veryTesting
Can you explain how do you make moving platforms with tilemaps?Its true that instances are becoming less and less useful.
I making a platformer game with all the things like one way platforms, moving platforms, etc, and only have 2 objects. The rest is all tilemaps.
I can it being useful if you want to create a line of enemies, that then start moving independently. But those are so rare, probably best not to clutter the editor too much.
That's not the point.Can you explain how do you make moving platforms with tilemaps?
I wasn't trying to talk about the point of the post, so maybe here is not the place, but I wabt to know how to make it work with tile maps cause I want moving platforms and a bunch of other stuff in my platformer.That's not the point.
You don't usually place 20 moving platforms in a line do you?
Since the OP is using physics, tile maps won't do, as you need objects to have fixtures.
if you are using objects, and need a 20*10 tile platform, don't place 200 instances. Instead, place 1 instance and scale it to fit 20*10.
If you want your large platform to still have multiple 'sprites', the easiest way to do so is with a tilemap.
I'm currently working on a platformed engine for GMS2.I wasn't trying to talk about the point of the post, so maybe here is not the place, but I wabt to know how to make it work with tile maps cause I want moving platforms and a bunch of other stuff in my platformer.
So it would be great if you have the time to explain how to do it.
Hey, I edited it, right? Not that it matters when I'm dealing with forum admins, I guess. :'Dyes.... you are. very
I have very specific reasons for doing it the way I am. Most of these instances can be destroyed during the game, so I cannot use a large proxy object to cover them. The player is dynamically destroying earth sections made up of large tiled physics based instances. Imagine a physics based DigDug mixed with some Bomberman to give you a general idea.I would strongly recommend you use a single object, that you scale up or down on the room editor as opposed to multiple instances.
Then rather than changing sprites, just create a tilemap and set tiles procedurally.
The reason for that is both for logical and graphical performance, as well as maintainability. Its far easier to move / remove one large instance rather than many.