Dusk/CoronaTiled/Tiled questions, please help!

Not exactly sure where to post this, so I’ve posted it in a couple places…

I have two graphics questions relating to Dusk/Ceramic-Tile-Engine (formally CoronaTiled?):

#1) I followed Michael Wilson’s tutorial on YouTube (https://www.youtube.com/watch?v=pzGK390zL9o).  I’m not sure if some things have changed with Dusk since that tutorial but, basically when it comes to the part where you create a layer, and copy the pieces of the ground into it so that the crates have something to bounce on, I can’t get it to work (go to 18:20 in the YouTube video to see what I’m referring to).  Basically what happens is, when you import the .json you exported from Tiled, both the crates and the ground fall off the screen.   In the video he said that Dusk defaults all objects to “static”, but it appears now that it defaults them to dynamic?  I tried setting the object properties of the ground pieces to “bodyType: static” but that didn’t change them.  Can anyone please give me some assistance or point me in the right direction?  I know this is hard to explain, so if you need any clarification, just let me know.  Here is my Corona code: http://hastebin.com/sicayoqexa.avrasm and here is the .json file that I’m exporting from Tiled and importing into Corona: http://hastebin.com/nijerafaja.cpp

#2) Also, perhaps an easier question I have is:  When I load the tilemap into Corona and then set up a touch event, it works fine.  You can click on the Corona Simulator and move the screen around.  However, when I use the touch event to scroll around the map in the Corona Simulator it “cuts off” the parts of the map that are not initially on the screen.  Unlike in that YouTube tutorial where you could scroll around and see the parts of the map that were not displayed initially when you opened the window (refer to 10:45 in the video).  In other words, everything that /isn’t/ being displayed when you first fire up the Simulator is being “cut off”, it’s all black when you scroll.  Any ideas?

I would very much appreciate some help with this.  If anyone needs any clarification or more information, please just ask!  Thanks!

-C0nf.

*PUSH*

I got the same problem over here - all the objects on the collision layer where I added physics to it, are just falling off the canvas. How can I set the layer to static?

I added bodyType = static to the layer and also tried to add bodyType:static = true but nothing has happended.

Could you solve the problem in the meanwhile?

Any suggestions from somebody who can help me out?

*PUSH*

I got the same problem over here - all the objects on the collision layer where I added physics to it, are just falling off the canvas. How can I set the layer to static?

I added bodyType = static to the layer and also tried to add bodyType:static = true but nothing has happended.

Could you solve the problem in the meanwhile?

Any suggestions from somebody who can help me out?

I’m making a platformer using Dusk engine and physics. I have the camera following my character but all other dynamic objects fall off the screen once the camera passes them. Does anyone know the reason for this?

I’m making a platformer using Dusk engine and physics. I have the camera following my character but all other dynamic objects fall off the screen once the camera passes them. Does anyone know the reason for this?

I know this is a little late, but here you are:

The bodyType parameter is a little weird, it has to be added to the object instead of to the physics parameters. Therefore, whereas usually specifying physics:xyz for the layer will apply to all the tiles, specifying bodyType = whatever does it to the layer itself (Dusk thinks it’s just a property). So you have to tell Dusk to apply it to each tile in the layer:
[lua]
tiles:bodyType = dynamic
[/lua]

  • Caleb

I know this is a little late, but here you are:

The bodyType parameter is a little weird, it has to be added to the object instead of to the physics parameters. Therefore, whereas usually specifying physics:xyz for the layer will apply to all the tiles, specifying bodyType = whatever does it to the layer itself (Dusk thinks it’s just a property). So you have to tell Dusk to apply it to each tile in the layer:
[lua]
tiles:bodyType = dynamic
[/lua]

  • Caleb