User Tag List

Page 15 of 16 FirstFirst ... 5 13 14 15 16 LastLast
Results 141 to 150 of 156

Thread: Tiled Map Loader

  1. #141
    Clicker Install Creator Pro
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    Darkhog's Avatar
    Join Date
    Jan 2009
    Location
    /dev/null
    Posts
    407
    Mentioned
    6 Post(s)
    Tagged
    0 Thread(s)
    Really cool extension, congrats on that one. Any chances of closer integration with TileMap object so it can bind to a TileMap object and feed data directly into its structures (in other words no need to load tilesets/tiles directly unless you're aiming for a specific effect)?

    So things like this:

    won't be necessary.

    Again, these conditions and events should remain as an option when you're going for a specific effect or not using tile map extension, but basic setup should be as simple as:

    - Bind Tiled Loader to Tile Map
    - Load map (map name) into tilemap object.

    No idea how hard it would be to implement and probably would need a bit of cooperation with Looki regarding how to access Tile Map extension internal structures, but I think it'd be worth it for the sake of ease of use.

  2. #142
    Clicker Fusion 2.5 DeveloperSWF Export ModuleUnicode Add-on
    Looki's Avatar
    Join Date
    Aug 2006
    Location
    Karlsruhe, Germany
    Posts
    3,739
    Mentioned
    3 Post(s)
    Tagged
    1 Thread(s)
    I don't think that's possible right now, but I could expose an API for extensions to be able to do this for the next version (sadly it will probably be a while before I get to that)

  3. #143
    Clicker Install Creator Pro
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    Darkhog's Avatar
    Join Date
    Jan 2009
    Location
    /dev/null
    Posts
    407
    Mentioned
    6 Post(s)
    Tagged
    0 Thread(s)
    Well, there's always "memory editor" way if there's a way to check where TileMap's memory start and you give proper offsets

  4. #144
    Clicker Install Creator Pro
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    Darkhog's Avatar
    Join Date
    Jan 2009
    Location
    /dev/null
    Posts
    407
    Mentioned
    6 Post(s)
    Tagged
    0 Thread(s)
    @RootKernel - 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)?

  5. #145
    Clicker Install Creator Pro
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    Darkhog's Avatar
    Join Date
    Jan 2009
    Location
    /dev/null
    Posts
    407
    Mentioned
    6 Post(s)
    Tagged
    0 Thread(s)
    @RootKernel 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).

  6. #146
    Clicker Install Creator Pro
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    Darkhog's Avatar
    Join Date
    Jan 2009
    Location
    /dev/null
    Posts
    407
    Mentioned
    6 Post(s)
    Tagged
    0 Thread(s)
    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>

  7. #147
    Clicker Fusion 2.5Android Export Module
    Fusion 2.5 (Steam)Android Export Module (Steam)iOS Export Module (Steam)
    RootKernel's Avatar
    Join Date
    Dec 2012
    Posts
    121
    Mentioned
    5 Post(s)
    Tagged
    1 Thread(s)
    Quote Originally Posted by Darkhog View Post
    @RootKernel - 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:

    Click image for larger version. 

Name:	6b6de75c6406e55ba7346d1c0e9c992f.png 
Views:	33 
Size:	8.8 KB 
ID:	24398

  8. #148
    Clicker Install Creator Pro
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    Darkhog's Avatar
    Join Date
    Jan 2009
    Location
    /dev/null
    Posts
    407
    Mentioned
    6 Post(s)
    Tagged
    0 Thread(s)
    Thank you.

  9. #149
    Clicker Fusion 2.5 MacFusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleInstall Creator Pro
    Fusion 2.5 (Steam)
    elvisish's Avatar
    Join Date
    Oct 2014
    Posts
    475
    Mentioned
    6 Post(s)
    Tagged
    0 Thread(s)
    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.

  10. #150
    Clicker Fusion 2.5 MacFusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleInstall Creator Pro
    Fusion 2.5 (Steam)
    elvisish's Avatar
    Join Date
    Oct 2014
    Posts
    475
    Mentioned
    6 Post(s)
    Tagged
    0 Thread(s)
    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?

Page 15 of 16 FirstFirst ... 5 13 14 15 16 LastLast

Similar Threads

  1. Looking for help with Tiled
    By peejaygee in forum Multimedia Fusion 2 - Technical Support
    Replies: 6
    Last Post: 24th December 2013, 07:22 PM
  2. Tiled Map Loader
    By dragonguy in forum Extension Development
    Replies: 3
    Last Post: 16th August 2011, 06:34 PM
  3. Tiled level format (.TMX) loader.
    By Shadoku in forum File Archive
    Replies: 3
    Last Post: 6th November 2009, 10:57 PM
  4. Differences of a 'fake' loader, and 'real' loader?
    By N64Mario in forum Multimedia Fusion 2 - Technical Support
    Replies: 2
    Last Post: 18th May 2009, 03:11 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •