The examples is just a bunch of code... no coment... the program site also has no any support... Can't google anything 'cause I can't find anything anywhere... Don't understand that... Just wanted to show what I've created... How can I not do a so simple thing?
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As a new user of Gideros I can share some thoughts.
When it comes to tutorials&documentation, Gideros looks newbie-unfriendly compared to extremely popular engines like Construct or Unity.
But community&maintainers are extremely helpful. Any question here is answered within few hours, by people who actually develop Gideros. And it changes the whole situation.
So Gideros looks unfriendly from the start, but wins at the end.
When I have something to ask I try to use Google search, like:
site:giderosmobile.com tiled
Most of the time answers already exist on forum.
If not, we can ask here, any question is answered withing few hours.
https://github.com/1dot44mb/gideros/tree/master/tools/TiledAsWorldEditor
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"What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
“The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
The actual map data is a rectangular grid that can be huge - many screens in size. Think a Mario or Sonic size map or bigger. The individual x,y sections of the map are called 'tiles', in the old days we used to call them 'blocks'.
The tilemap also needs to have a pointer to a texture. This is the graphic data for the actual map.
You can change the x or y position of the tilemap and it will be clipped to the screen (or viewport). For example to scroll the screen left you would subtract from the x so its origin is more off the screen to the left and so on. Don't panic as like I said it's clipped so you are not really drawing off the edge of the screen.
You can set a tile or clear a tile. When setting a tile you can also specify if the tile should be flipped in various combinations.
A tile that has been cleared is not drawn at all - so if you have a map with a lot of empty sections then it will be drawn extremely quickly.
Basically within Gideros what happens is that only the area of the tilemap that is currently on screen is analysed and then a single mesh is made of all the tiles that have been set for that specific area. That mesh is then the thing that is drawn.
There are some helper functions for doing specialist games such as endless runners, this is a function to move all the blocks in a specific direction. You then just feed the edge with new data. This isn't a smooth scroll though - so inbetween needing to move and feed you would smooth scroll with the modulo of whatever the tile size is and so on. If you are not doing an endless map then you don't really need to worry about this though.
Likes: Paulo777
https://deluxepixel.com
Having said all that, yes there could be better documentation and such, especially for things like TileMaps.
Now I am stuck on this: TiledMaps. Because the only example that has, is the sewer and desert. It is made in an older version of the Tiled (program) and there is no any explanation on the code itself then I have no any Idea of what's going on in there.
The Tiled program, I can generate .lua files... and in the lua files there is a lot of configurations of what I've done... However I have no any idea of how to manage it, show it, do whatever I want to do because there is nothing can find then I don't understand the code I don't know what to do then It is useless... I tried to use some parts of the code from the sewer/desert (tried to used the whole code) nothing worked it gives me errors that I don't know how It comes from... If you all have some light to me up I am greatly appreciated
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Fragmenter - animated loop machine and IKONOMIKON - the memory game
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https://play.google.com/store/apps/developer?id=razorback456
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Look for the commands you do not understand in the documentation
http://docs.giderosmobile.com/reference/gideros/TileMap/new
start with something simple
from studying tables
with the study of sprites
study of events
I also recommend:
https://www.packtpub.com/game-development/gideros-mobile-game-development
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I strongly suggest you to start as simple as possible as @oleg suggests. Before diving into tiles code, try to study the basics like tables, parameters, scopes, gideros events , loops and logical operators and clauses,sprites . When you understand those it will be much more easy to understand and trace any code.
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need to look at the code
https://play.google.com/store/apps/developer?id=razorback456
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Doing some more tests I created a map a little bigger, but I'm having a trouble: it is not showing it entirely as has been built. I don't know if gideros supports only some resolution, some configuration... some light would be greatly appreciated
https://play.google.com/store/apps/developer?id=razorback456
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To get the actual values you can use this code:
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I make the data cleaner
to the atlas I add 3 variants of the returned tile
and after export, I delete these pictures
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Totebo, it worked like a charm! It loaded all my map!
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https://deluxepixel.com
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1. Background (your sky, cityscape, etc)
2. Platforms (what the player jumps about on)
3. Objects (the things that collide with the player like rocks and coins)
Is that correct?
So if the level has walls that your ship can crash into that's one kind of collision. If there's a layer that describes enemies and collectables then that's different too.
Is your shooter side scrolling or forward scrolling?
Maybe you are just generating enemies and stuff offscreen on a timer? That's also dfferent.
It's very hard to present something that covers every condition I'm afraid.
The best thing is to find out what is considered best practice for your chosen genre (SHMUP in your case) and follow that method.
I'm sure if you can post something a bit more than "it's a spaceship shooter" we could totally help you more. Do you have a small design document that describes the game, and it's basic mechanics? It's always good to make one for each project you start, just so you can plop it out in a thread when you need a bit of help
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