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Stencyl tiles
Stencyl tiles








It is also turned on by default when you create a character (something I think the Stencyl team should seriously reconsider. (Continuous collisions is only necessary for very fast moving small actors (like bullets or something similar). This will help reduce the processor workload dramatically. It will stay true for the duration of the logical frame and then automatically be reset to FALSE at the end of the logical frame.Īs for the many actors stuff - also make *certain* that continuous collisions is turned off for all these actors. Collisions events happen first, then 'updating' then 'drawing', so that will result in the default state being Collided = FALSE and will only equal true if the actor is currently colliding. Also, in your actor's collision event, set the attribute Collided = TRUE. The way to test for "no collision" is to have a Boolean attribute (call it "Collided", for example) that is set to FALSE at the end of the "when updating" loop. (If you want to scale them, make sure you set the physics to "cannot be pushed", instead of "cannot move".)Īlso also - be sure that your actors do not have the "always simulate" behavior, or they will continue to affect performance when offscreen. so just use normal-physics actors that can't be moved. To add polygonal sensors to tiles would be to essentially turn them into normal-physics actors that can't be moved. Stencyl is at it's easiest when you use actors whenever possible.Īlso - if it were possible to have a tile with all the capabilities you are looking for, it would essentially become an actor, because tiles are basically stripped-down, barebones actors by another name. It works great and performance isn't a problem because the vast majority of them are offscreen. I have an overworld map with just such requirements, and I have used actors to accomplish exactly what you want. Also, if they are actors, you can scale/tint them for more variety, thus reducing how many you need to make.

stencyl tiles

You may have to make many of them, but what's the problem with that? You were going to make many tiles, too, only now they would be actors and they would mostly be offscreen at any given time, so performance shouldn't be a problem. Just use actors with sensor collision shapes. You can have tons of actors offscreen and it will not affect your performance too much, because Stencyl isn't drawing/updating/testing them until they are on screen. All that matters for performance is how many actors *are currently on screen*. In terms of performance, you don't need to worry about the size of your map and how many actors will exist on it. I've read everything you've said and I really don't understand why you wouldn't just use actors. Worst case PM me an i'll help your sort this. Then if you want to do this for a second and so on use a otherwise if after your first if in the Player behavoir. Note: The 100 and the 200 are an example of the X and Y of the SpeedTile this will need to be set to where you've got yours placed in your scene, also the SpeedTileWidth and SpeedTileHeight is a game boolean which is optional if you already know this then you can simply ignore the SpeedTile Properties behavior all in all, I just find it cleaner to have things labeled. Go to your SpeedTile Properties behavior and create the same as that image. Go to your Player behavior and create the same as the image.Ħ.

stencyl tiles

Create a new actor behavior and call it SpeedTile Properties. Place your new SpeedTile actor on your scene (make a note of the X and Y positions, from either the bottom left corner or the Inspector next to the palette).Ĥ.

stencyl tiles

Navigate to your new actor's collisions tab and set it to sensor.ģ. Add your animation that you had on it when it was a tile.ģ. I'd use some light framework like SDL or Allegro. If I would want to write my own tools, I wouldn't use any Clickteam products or similar (Construct 2, GDevelop, ugh., Stencyl, ew.). It basically does the same what Tile Map does, but I'm not sure what advantages it will offer. In my opinion, the people who will most likely benefit from the extension will want to make their own specialized level editor for their game anyway - and if not, they can use Tiled via the Tiled Map Loader extension I think it's also important to render the tiles from an extension, as MMF objects will have a lot of overhead that is not really beneficial, since they're not just tiles but can do much more.ĭustingunn, I remember somebody on the forums posting a tile rendering engine that used a grid of Active objects. The extension focuses on these things, and I personally don't have interest in providing tools such as an editor for them. Tile Map is first and foremost an extension for that allows the programmer flexibility and performance. I think I can answer your questions in a unified manner. 1 If you are using stencyl3, you can directly make changes in tile API, if not then, change your mouse view from tile to pointer in cursor changer tab just above the scene.










Stencyl tiles