No2games and Caleb,
Yeah that sounds awesome, I don’t mind if a few bugs come up, I’d be happy to test run most of the versions and updates. The game I’m currently making is a RPG, so if you have someone that is making a Platformer, we should have 90% of users covered testing wise.
As far as the design go, I like the idea of making physics objects mainly for the object layer. For most RPG users, I’m unsure if they will benefit too much from tile physics layers over object physics layers. Anyway, this is how I imagine using it:
–Use tile-LAYERS for fore-ground and back-ground layers. *Currently what I’m doing is putting “ground” in the name of the Tiled layers I am having my player walk on. I use a search function for each layer to check for the substring “ground” and put it underneath my character, the rest are set to above.
–Use an Object-PHYSICS-LAYER for houses, trees, fences, etc.
*here you just set the Object physics layer invisible with .isVisible=false These objects don’t really need to be distinguished and can be treated as a layer, since all you need to do is bump into them.
–Use INDIVIDUAL-PHYSICS-Objects for power ups/items/NPC characters
*How I do power-ups currently is use a pre-collision event handler and remove the object before I collide with it. Really all you guys should have to do is to make it so users can access individual OBJECTS. Currently you can set properties on individual objects, so really all people would need to do is have a ‘type’ or ‘name’ property where they can code “Make all objects of type “potionItem” do this…” Basically that functionality is already in there.
–Use Object LAYERS for spawn areas
*Basically you can randomly spawn enemies or items within the bounds of layers of type “spawnArea”. Same thing with a Player start position object. This way making maps is really fast and there aren’t enemies wedged in trees and such.
–Use INDIVIDUAL-Objects for things such as doors and NPC (non-player characters) talking radiuses.
*I’m not sure if I need to use these as physics objects, rather I may just make it when my player is colliding or within a certain distance with these objects to bring up a “talk” or “open door” button once pressed you change map or display talking text.
Well there is how I plan to use it. As you can see, really all you guys have to do is make it so people can add tile layers for background, physic-object-layers for the general static collision (people can make multiple if they want to add character jump features… etc.), and individual physics objects and objects. The rest the user should be able to figure out because there are way too many options that a game designer will want. (possibly the only other thing people could want is physics tile layers and individual physics tiles.
Good luck and thanks a bunch,
-Curt [import]uid: 215209 topic_id: 35538 reply_id: 144630[/import]