Ah sorry I didn't see your answer.
I don't get any crash with "bug report 3.mfa" anymore here? I've verified with the version of TileMap posted above.
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Open a TicketAh sorry I didn't see your answer.
I don't get any crash with "bug report 3.mfa" anymore here? I've verified with the version of TileMap posted above.
Ah sorry I didn't see your answer.
I don't get any crash with "bug report 3.mfa" anymore here? I've verified with the version of TileMap posted above.
I removed my old tilemaps and replaced them with that download link a few times last week and it would crash each time, but sometime thereafter, perhaps due to updating to 292.4-292.5, I can run with no such crash. So I think its fixed!
As always; Looki this is the greatest extension ever!
And on to the question!
Those of you with a bit more time spent with the nitty-gritty of Tilemap, are the properties fast to access?
I mean, how much iteration is needed by the object if I want to access a given property?
Does it list all properties and just iterate through them until a specific key is reached or?
Anybody have any experience or info?
Double-post!
In my editor I would like to display a list with all saved map properties and their corresponding values.
I feel like the "Iterate map property" event could help with this but I can't make heads or tails of it.
Anybody have an idea?
EDIT: Hmm, is there really no edit button? Anyway, solved it! I completely missed the event "On map property".. XP
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Thanks, Yves. I assume I can still use this even if I decide to go back to using the DX 9 mode?
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Is the link for the latest version dead? I am unable to download from this url
The link works fine here, but be aware that this version has an issue, DX9 gets a bit slower and seems like both have massive slowdowns if you have more than one tileset loaded.
The link wouldn't work for me, until I copied it into the address bar directly. Probably because it has a +, and Chrome might be cleverly misinterpreting it since some websites use + as +, and some encode as %2B.
Is anybody have example of how to support "animated tiles" I made in my tileset some animated tiles and they are static in fusion.
All example I found are outdated and I just don't understand how and if it can work and how mush it need manual operation or it could automated if tileset tiles are animated.
After some test, all tiles are alway on 0 "Animation index" so, I've 2 choice : Animate ALL tiles or Animate no one... it don't make sense.
There are some event to enable callback and there is "Set animation" action for tile callback but it do nothing, all tiles are stuck on animation slot 0.
Lack or docs and example for a lot of powerfull extentions make them painfull and frustrating to learn where only a complete and updated example should help a lot for that.
Thank you for help
There used to be a couple MFAs that had some examples on how to use the TileMap extension, but I can't seem to find them. Luckily, I had combined them all into a single MFA at some point, and here's that MFA: (attached below) It should have examples on how to do animations.
Now here's an issue that I'm having, and I can't find a solution. So its possible to load tilesets from a File into the TileMap object. Then, when you save the TileMap into a .map file, the path to the tilesets is also saved into the .map file. My only problem is that I can not figure out how to re-load the tilesets from the .map file. When I load the .map file in Fusion, and use an expression to get the count of tilesets, it always reports 0, as if the tilesets are not loaded.
If I open the map in a hex editor, I can see that the paths to the tilesets are stored in a "TILE" block in the binary.
EDIT: I can not get an image to work on the forum for some reason, here's a link: Please login to see this link.
The "TILE" block is highlighted in red here. My solution to get around not being able to load the tilesets is to use the "Map Properties" instead, and just manually save the filenames to properties called "T0" and "T1" etc for each tileset. Then upon loading the map, I run a fastloop to check for these properties, and add a new tileset for each one. Only then will external tilesets work. This is obnoxious though, because its doubling the same data in the file.
There has got to be some way to actually read the data in the "TILE" block to get tileset paths, otherwise why would we even have the option to save that data in the first place? In the example files, I couldn't find anything about how to save/load external tileset files this way. The examples only had loading external maps with predefined tilesets in the Fusion editor.
Also, is there any documentation on how this TileMap file format works? I can see that its binary, and I know how to use a hex editor only a little bit. But beyond that, Its a bit of a mystery to me how to get information out of it.
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Thanks Yves . Is there a HWA issue when adding more than one tileset to Tile map?
I am getting really improved performance when applying HWA with a single tileset - about 450 FPS on an old 2009 machine.
However, when I add one additional tileset, the performance tanks down to similar performance before applying HWA - about 23 FPS on that same machine.
I am even getting 2 FPS when scaling the resolution up to 1280 x 720.
I am adding an example file and video of the example running on that 2009 machine.
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Maybe try this update by Azarl
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Maybe try this update by Azarl
Thank you, that fixed the issue!
Hi Looki are you still developing this object? I really love using it together with the Tiled map loader, but I found what might be a memory leak.
It seems memory usage increase every time I restart the app (pressing F2) or otherwise reload a map. Both the debugger and the task manager is showing this.
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I am usingPlease login to see this link., but the issue seems to be happening on the HWA update Please login to see this link. earlier as well.
I've made an example which shows the issue. It reloads the map by jumping back and forth between frame 1 and 2.
Edit: The exe in the example seems to be triggering a virus warning for some reason, so I am attaching a zip with no exe as well.
Azarl made this example that shows it is in fact the Tiled map loader object that has the RAM issue, not the Tile map object .
Attaching the file below which deactivates the tile map loaded code resulting in no RAM issue. If you add the tile map loader code back in, the RAM issue continues.
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