Just picked this up and beginning to dig into it but wanted to say that first impressions are amazing; one of the most astounding pieces of Corona code I’ve seen so far and everything appears to be really tidy.
Nice job.
Just picked this up and beginning to dig into it but wanted to say that first impressions are amazing; one of the most astounding pieces of Corona code I’ve seen so far and everything appears to be really tidy.
Nice job.
Mario samples are so passé.
[media]http://www.youtube.com/watch?v=sZ5I1zI5HmM[/media]
Thanks for the Kudos SegaBoy! I look forward to seeing what you come up with.
oh my - that looks awesome. Is this demo included with the engine? I wasn’t planning to start a tile based game until I’d finished my current game but I might have to change my plans…
Not quite yet, binarymoon. Next week I’ll be bringing all the new samples together and releasing them with the new MTE update.
AMAZING library. bought.
Really excited to make a game with this. So far it looks to have everything I will need. Read some of the documentation provided and going to give it a shot tomorrow. The example project is perfect for me as well. Looking forward to updates, and il definitely give my 2 cents when Ive actually messed around with it.
This engine is great. Works as advertised. Also the conversion functions from the grid to the real XY coordinates work as expected. I would really like better documentation however. Please make an API reference in HTML and not these PDF files. And add an example for each API.
But anyway this is a great product.
Two weeks down and the first and second scenes of the sidescroller/platformer sample project are finished. The first scene in my previous post is comprised of a simple map in which tiles are either completely solid or completely passable, and the collision detection and movement code needed for the player sprite to act accordingly.
This newly completed second scene demonstrates one possible way to detect and collide with sloped surfaces; tiles can be completely solid or completely passable, or they can have a line segment transcribing them defined in tile properties. Upon a coliision the code calculates whether the player sprite is intersecting this imaginary line and moves it accordingly.
[media]http://www.youtube.com/watch?v=C5l-4aRRV2c[/media]
I’ll be working on the third, last scene of the sample project next week. This last scene will be an extension of the second; each individual tile will be very large, but they will contain many collide-able surfaces defined in their properties.
The next update to MTE is also in the works, thanks in no small part to the optimizations involved in making platformer movement work fluidly at 60fps on older devices. While it is perfectly possible to make a platforming game with the current release, the next release will incorporate numerous performance improvements and a few helpful ease-of-use tweaks.
Okay made a map with two layers copied a bit of the code from the example for movement/sprites and im getting this error:
The command line however does realize my map file has a certain amount of tiles and levels.
the code is pretty much the same as the demo but uses my map and tilesets.
using the same spritesheet provided in the demo though
Hello pauloaguiar,
This problem usually comes up when the texture size divided by the tile size is not a whole number. For example, 256 / 32 = 8, but 15300 / 32 = 478.125. The first thing I’d try is cropping the tileset image width to 15296.
Something to keep in mind when moving forward is that most devices support a maximum texture size of 2048x2048. Some older phones only support 1024x1024. The simulator might load a 256x15296 image without a problem, but you’ll have to edit your image to fit within the maximum size to get good results on phones and tablets.
Thanks for the swift reply Is there any better way to make sure a texture size is properly dividable by 32? (if im using 32x32 tiles)…
Yeah i was just using a sample tileset for development purposes that was pretty long. Il make sure to chop them up better in the future. thanks for the second tip
I got it working with your example tiles now… :D. I guess when i hire an artist to make tilesets il just make sure they know about the spacing you mentioned in the pdf.
The safest bet is to bust out the calculator app and do the division. You can also look for whitespace or logos or nametages or anything like that around the tiles in the image. Generally the tiles should extend right up to each edge of the image. It’s easy enough to edit out these borders in Gimp or Photoshop.
If you assemble your tilesets using a program like TexturePacker the output is usually exactly as it should be, given the correct options are selected.
Tried to buy but apparently SellBox sucks. The PayPal window never shows up.
You may be missing more sales – not everyone says something when the payment processor doesn’t work,
Jay
Jay, do you use Chrome? It silently blocks all pop-ups regardless of trust level. (?!) Basically you just need to allow Paypal in this instance; I believe there is a little red icon somewhere on the right side of the URL box.
Thanks for bringing this to my attention, Jay. A cursory internet search shows others having problems buying through Sellbox on Chrome and occasionally Firefox as well. Not good news given the popularity of these browsers. I’ll look into the problem and see if I can find another more Chrome/FF-friendly storefront.
In the meantime I’d be interested to know whether richard9’s suggestion works.
Just tried it again and it works for me (manually re-enabling the specific popup). A real bummer that there’s no popup notification on Chrome though.
No, I’m using Safari on my Mac. Just tried again in case it was a temporary glitch – no joy.
Jay
I couldn’t make it work with Safari either. I’ve fired off an email to Sellbox. In the meantime I’ll be looking for an alternative storefront.
Million Tile Engine version 0.8 is now available!
MTE version 0.8 includes numerous performance optimizations focused on the convert and movement functions, but the biggest additions are definitely the new platformer/sidescroller sample projects, three in total, demonstrating varying complexity and capability and really showcasing the superior performance of the Million Tile Engine.
The storyboard sample isn’t yet available but will be sometime next week.
Sellbox customers, I’ve sent an email out to all of you with a link to get the new MTE update from Gumroad for free. This will get you into the system so you can take advantage of Gumroad’s built-in update system. Current Gumroad customers will receive an email with a direct link to download the update.
If anyone hits any snags, let me know and I will get them straightened out ASAP. That said, I will be on the road from this Friday to Monday and may not be able to do much over that time. Next week I’ll be tying up a few loose ends, going back over the documentation and making the files into HTML documents, addressing bugs if there are any, finishing some minor unrelated additions to the engine, and the like.
I have some big updates planned for MTE in the coming weeks and months. The two biggest, most requested and potentially most useful additions are Isometric tile support and Physics integration! These additions will come out in MTE 0.9 and MTE 1.0 respectively. I don’t have firm timelines in place for these additions quiet yet, but I’ll keep you all posted as things happen.
A discrepancy between the API docs and the newest update has been brought to my attention:
getTileAt(locX, locY, layer) in the API docs has become getTileAt(parameters). Parameters is a table which accepts locX, locY, levelPosX, levelPosY, and layer parameters.
For example:
mte.getTileAt(100, 100, 1)
is now
mte.getTileAt({locX = 100, locY = 100, layer = 1})
Thanks to richard9 for bringing this to my attention! This and any other discrepancies will be taken care of early next week when I update the documentation.
TL;DR the API and FAQ
Watched the videos and it looks awesome! I will have to pick this up over the summer.
Quick question, how do the collisions work. Your player doesn’t move through certain tiles…how does that work?