R
Rockit381
Guest
So I've been playing around with tilemaps recently, and decided to use (if I can) tilemaps for level design meanwhile keeping an object-based collision system, since most of my game is already coded with "place_meetings" and "position_meetings" w/ an object called "Solid". I've already worked a little bit with tile-based collisions (based on a few videos, especially from GMWolf), but I've noticed that my game performs slower using this system* and I don't feel like going back and changing all my collision checks. If I have to I will, but question is how can I incorporate tilemaps meanwhile keeping an object-based collision system? I've thought of making a script that checks each tile to see if there's an open space beside it, and if there is, create a "Solid" at that tile's x & y position, but I have no clue how to program this XD Could someone please walk me through how to incorporate this or possibly show me a more efficient way of doing this? Any and all help is appreciated.
*Figured out why it runs slower (It's the hardware)
*Figured out why it runs slower (It's the hardware)
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