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Thread: Beta: Tile Map

  1. #331
    Clicker Fusion 2.5 (Steam)

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    Hi sorry if the answer to this is obvious but after going through the examples of this extension and reading through the thread I still am lost on how to edit the placement of tiles (I think I need to edit the included .map files but have no idea how to as notepad++ seems to be the wrong tool).

  2. #332
    Clicker Multimedia Fusion 2
    Fusion 2.5 (Steam)
    robinkooli's Avatar
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    This is good extension.
    I have map that is 64000x36000 px big (2000 x 1125 tiles / 32p) with big tileset.
    FPS is always over 500+

    I made some calculations and it takes 37.5 minutes to get from left corner to right corner on speed 16.
    On speed 64 it takes 16.66666667 minutes.

    It consumes 403.0 Mb of memory (and 1.3% of CPU)

    Here is image of the map on 25% zoom: (Warning: this is big image)
    https://i.imgur.com/q6465Ft.png

    Some other statistics:
    Using Direct3D 9,
    uses 3-4% of vram,
    Map edited using Tiled Map Editor and it's extension
    and the map is saved with Base64 (zlib compression),
    also the map is 16:9 and divisible by 8 in px,
    CPU is i7-6700, gpu GT640-2GB and 8GB of DDR4 memory

  3. #333
    Clicker Fusion 2.5

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    Got my level editor functional. Been working on other aspects, but now I'm back on some tile-based aspects. Right now I have a collision layer, and there's about 50 lines which reference colliding in the game. Duplicating these (to have more than 1 collision layer) isn't really viable, so I'm wondering if a tagging system is possible for collision (as in tagging layers,) or an event that is "object collides with any layer" and then make a tile viewport that only renders the range of layers you'd want to collide with. I already have multiple, since one displays foreground layers that go above the player, and that works seamlessly. Also, small suggestion, but it could be useful to be able to retrieve the current map name.

  4. #334
    Clicker Multimedia Fusion 2SWF Export Module
    Jacob's Avatar
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    You should really build your app so that collisions apply in logical places, but should you need to detect collisions on different layers, the easiest solution is to have a separate detector object on the layer you want to collision to happen, and always set the position to match your object. It will act as a collision mask on the correct layer, and collisions can resolve naturally.

    The programming way to do this is compare positions manually, eg, right of object A > left of object B, but left of object A < right of object B, and handle the event that way. This is how collisions are handled by Fusion under the hood.

  5. #335
    Clicker Fusion 2.5

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    I was talking about not having to duplicate code for multiple collision layers. Tile Map layers, not CF2.5 layers.

  6. #336
    Clicker Fusion 2.5 (Steam)

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    Hi sorry to bug you but how do you place items using this editor? I don't know how to edit the .map files

  7. #337
    Clicker Fusion 2.5

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    I thought collision was bugged, since the colliders seemed to lag 1 frame behind the camera, but it turns out you need to handle all collisions before moving the camera. Even with follow frame ticked, it seems to only move colliders at render time, so you must order the camera movement to be last.

  8. #338
    Clicker Fusion 2.5

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    I released my level editor using this (finally.) Here's the workshop:

    http://steamcommunity.com/app/391390/workshop/

    Here's a tutorial video series if you want to look at some of the features:

    http://steamcommunity.com/sharedfile.../?id=949401945

    PM me if you want a steam key to try it out. I'd just post some here but they'd get stolen by webcrawlers.

  9. #339
    Clicker Fusion 2.5 DeveloperSWF Export ModuleUnicode Add-on
    Looki's Avatar
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    Hey, nice work It seems like the videos on the steam page aren't properly embedded, but I was able to find them manually on YouTube: https://www.youtube.com/watch?v=7LMXfUPd2MQ

    I never thought about adding a "reorder" feature, but that would be quite easy. I'm supposed to add some features to Tile Map in the next weeks for someone, so let me know if you need anything not too big and I might be able to fit that in too. Also, it seems like I didn't release a new build I prepared with better zoom integration, I should do that soon.

  10. #340
    Clicker Fusion 2.5

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    I think for features, being able to retrieve a layer's opacity and visibility setting would be handy, but I worked around it easily enough. The main functionality I'd wish for is further collision options, like "collision with viewport object" like just the layers that the viewport is set to render. right now I use one for background and foreground, but it'd be cool to have another one to allow a range of collisions with graphics.

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