Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.
  • Well, there's always "memory editor" way if there's a way to check where TileMap's memory start and you give proper offsets >:)

    There are no impossible things, there is only lack of skill needed to complete the task.

  • [MENTION=14023]RootKernel[/MENTION] - is there a way to get info about Tiled objects so I can spawn enemies by nothing more than Tiled objects (and some magic in CF that would do the spawning)? Also how would I check the collision with Tiled object (rectangle)?

    There are no impossible things, there is only lack of skill needed to complete the task.

  • [MENTION=14023]RootKernel[/MENTION] Could you add support for other property types than just strings? Tiled supports bools, ints and colors as well. It would be nice if you could support these (colors would be converted to Clickteam's internal color format so you can use them with things like set frame background color or replacergb and bools would be treated as their numerical values, 0 for false and 1 for true).

    There are no impossible things, there is only lack of skill needed to complete the task.

  • Also, there is a problem: The extension doesn't read multiline string properties correctly, giving an empty string instead. The XML for multiline strings is this:

    Code
    <property name="laugher">hahaha
    hahahaha
    hahahahaha</property>

    There are no impossible things, there is only lack of skill needed to complete the task.

  • [MENTION=14023]RootKernel[/MENTION] - is there a way to get info about Tiled objects so I can spawn enemies by nothing more than Tiled objects (and some magic in CF that would do the spawning)? Also how would I check the collision with Tiled object (rectangle)?

    You can use the extension Create by Name with the expression get object name:

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  • I'm using ultimate fullscreen that doesn't allow for changing the frame size at runtime. I know all my levels will be the same size, is there a way of hard coding this in? Forcing the screen size any other way makes it incredibly slow.

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    Edited once, last by elvisish (February 11, 2018 at 10:31 PM).

  • Any ideas what's going on with loading collisions? I've duplicated the layers exactly on my own tile map and the exaample.tmx works perfectly. But once I've loaded my own map (with all the layers duplicated and the collisions on layer 7) and just change the tile sizes to 32x32, the collisions are totally broken. All the tiles load fine and show up properly, except the collisions. Is the collision data forced to 16x16 or something?

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  • All sorted, the collision tileset value needs to be loaded, thanks to [MENTION=5568]Shadoku[/MENTION] for helping me
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  • [MENTION=14023]RootKernel[/MENTION] [MENTION=5742]Looki[/MENTION] Is it possible to have the tilemaps displayed respect the layer coefficient setting? Currently, all displayed tilemaps ignore that and treat every layer as if the coefficient is set to 1/1.

    Failing that, is it possible to set the "follow mmf camera" setting via events? I want to scope one particular instance of the tilemap loader on a layer that I can use for paralax scrolling without setting all of the objects.

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  • Tiled Map Loader is only for loading, it has nothing to do with display

    This could be done (maybe) with several tile map viewports instead


    Yeah, I have several viewports as your example, but the viewport ignores layer coefficient, so no matter what the coefficient is set to, it moves with the camera the same. This example also uses Tilemap object that has scroll speed settings, doesn't it?

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  • I apologize for bumping this thread but there's an issue with the Tiled Map Loader in where if you load a map that's located in a directory that contains a unicode in the whole name, it fails to load the map.

    Example: C:\Users\直志\VideoGame\map.tmx does not work but C:\Users\Naoshi\VideoGame\map.tmx would.

    I've been having this problem since 2016 when I've released a demo of a game using this extension and a few people had trouble getting any maps to load at all due to that.

  • Hello, is this extension planned for Android exporter? Because this tool is great and it would be shame if it was only for desktop.
    Anyway, wish you best with your work on this and any other projects!

  • Apologies if this has been mentioned, explained or is assumed to be common knowledge.
    Its probably my lack of understanding on how Tiled Map Loader works, but..

    I'm using one of the examples in here, and if I try changing the tilesets to something new; although they show up in Tiled, they don't show up in CFusion?

  • Apologies if this has been mentioned, explained or is assumed to be common knowledge.
    Its probably my lack of understanding on how Tiled Map Loader works, but..

    I'm using one of the examples in here, and if I try changing the tilesets to something new; although they show up in Tiled, they don't show up in CFusion?

    Solved it. For anyone who's having a similar issue... I had to have two copies of the tiles...

    1) I have the actual folder of the tiled image being used by Tiled ie: "media/maps/tiles"
    2) Another duplicate of the folder in the root of the application folder. No matter what directory you tell it to search from (in clickteam or tiled); it didnt' work for me until I had a duplicate ie: "tiles" in the root folder. Then it started displaying everything as normal. I suspect this was the issue another clickteam user had in a similar thread regarding Tiled Map Viewer and PMO.

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