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Once a new sprite is created, the sprite properties box pops up. Creating a sprite, or anything for a specific folder, all that is required is to right click on the folder and click “Create …”, this will create a new instance of whatever folder is selected. This folder handles all of the images for the game except for backgrounds, which will go in the backgrounds folder. Each folder handles different parts of the game. The next color is blue, this is the sidebar this is where the magic happens.
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In this article we will be focusing on Android as the target platform. The most important items on the task bar are the green play button, which will run the program on the specified platform, and the target drop down, which will let the developer specify which platform they want the app to run on. The orange selected area is the task bar, this is where most of the run commands are. On to the next section.The image above breaks the main window into 3 parts differentiated by the colors blue, green and orange. I’m going to expand on the collision array and the movement functions and explain what’s going on with them.
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But if you want slopes in the game (or maybe that’s the only reason you’re here), I’m also going to show you how to do it. You can skip to the Conclusion for some further tips. If your game doesn’t have slopes, this is all you need in the tutorial to get to adapting to your game. This makes level building much faster than placing collision instances yourself. You could set this event up to whatever tilesets your game is using and completely not need a collision tile layer and not need to place the collision tiles. This is a very simplified version of this code. Then we read the whole room checking every tile and if there is a tile there, we create an instance of oCollision with an image_index of the same index of the tile.We make this layer invisible and we create a new layer that will be just for the collision instances, which normally would be invisible, but aren’t in this tutorial.We are reading a layer named “Collisions”, which is just an example for this tutorial, you can name it however you want, but make sure the name is the same across all your levels.Not a very big event, though if you want you could really expand this event to your game’s needs, in the case of creating special tiles or objects that are represented by tiles in the room. Inst = instance_create_layer(i*tileS,o*tileS,col_layer,oCollision)
For starter, I’ll write an enum to use as reference to the different types of collision tiles which will be the same as the index of the array containing these different tiles, like so: enum COLLISION_TILE I’m going to create a script asset called collision_system for this. Now you’ll get an idea how my system mostly works. Expanding the collision system with slopesĬreating an array for the behavior of each tile.Reading the room and creating collision instances.Creating an array for the behavior of each tile.Setting up an object to represent the tiles.And to answer the third question, don’t worry in case your room is huge, there are ways to optimize this.
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We are not using tilemap_get_at_pixel because of two reasons: that function still checks for a rounded coordinate in the room, it doesn’t work with the new collision change in the January update where bounding boxes are floats and again because collision with instances gives us more flexibility.
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We are using instances for each tile because it makes the setup and world building easier, but most importantly because that allows us to code different behavior for different tiles, it gives us flexibility. Why use instances for each tile, why not use tilemap_get_at_pixel and what if my room is huge?
That means we’ll be creating an instance for each tile that represents a collision, which might bring you a few questions. In my way we’ll be reading the room for which tiles represent collision and spawning instances of the collision object with the correct image_index. So how does it work? This method uses the same concept of Pope’s precise collision tutorial, but in a different way.
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If you want to download the project and test it, here’s a link to it. It’s a pretty long tutorial, but after you’re done you should have a great system that will pay off.
I’m also going to show you how I did slopes in my platformer. This is a tutorial for one of many ways to code your collision system for your platformers or top-down games or whatever, that you can easily expand with different types of tiles if you need, and after the initial setup it should be really quick and easy to build your rooms.