July 30, 2017 at 3:47 pm #9602
” This means that Pyro2 can now load Tiledmaps directly without using the converter! ”
Is the current version of Pyro2 (1.0.3) can load tmx files ?July 30, 2017 at 5:10 pm #9603
Yes, if you buy the Tiled converter / Tiled loader Add-on 🙂
It has a converter but also a class that can load Tiled maps directly ( preferred method ) ! It should load orthogonal and isometric maps although I tested mostly orthogonal in a production environment for our upcoming Dumbot game. Make sure to turn off compression in Tiled before you save a tilemap because compression is not yet supported.July 30, 2017 at 6:04 pm #9604
Ok thank you.August 1, 2017 at 11:38 am #9636
Pyro2 v1.0.4 is available!!! Update contains critical bug fixes!
The Tiled loader was also updated with an important bug fix.August 11, 2017 at 8:31 am #9789
Not really planned but I needed some time off from my current projects to avoid burning out on them so I took a day to port Typoooh from Ignition X to Pyro 2! Play the browser version here
Best to be played on a desktop browser!
( btw, social media buttons do not work yet in this version )August 11, 2017 at 3:06 pm #9790
Cool! )August 13, 2017 at 2:00 pm #9804
HI, I added an object layer in a tiled map. I try to read the object location, is there a little sample to show how I can make that ?August 13, 2017 at 6:10 pm #9805
You can give a name to an object in Tiled and in Pyro you can find this object by using GetObject( name ) and you need to cast the object. You can do this at scene level or layer level.
At scene level:Monkey1234Local obj:=Cast<LayerObject>( scene.GetObject( "name" )If obj<>NullPrint obj.XEndIf
At layer level:Monkey12345Local obj:=Cast<LayerObject>( layer.GetObject( "name" )If obj<>NullPrint obj.XEndIf
Assuming each object has a unique name.
Finding tiles at any position should not be a problem but I haven’t tested this really yet so let me know if it works…August 14, 2017 at 12:09 pm #9815
Thanks Tony, I’ll try that.August 16, 2017 at 5:57 pm #9871
Now that Monkey2 is getting more interesting by the day ( incuding Ted2go and upcoming 3D ) and now that Pyro2 has proven itself to handle the stress of a real game or 2 I feel that it is time to emphasis even more on the docs!
So starting today I will post an article so now and then with Pyro examples, tutorials and docs. I will try to do this on a regular basis. Just 2 articles right now but have a look if you are interested. There is an example of how to do that cool Typoooh laser! Pyro makes these kind of things really simple!
At the botton of the artciel you can find a link to a running example!August 17, 2017 at 7:58 am #9883
Great ! That will be very useful. Thanks Tony.August 24, 2017 at 3:43 pm #9985
Great articles so far! Thank you! 🙂
However I’d really like to see some more “Getting Started” articles. Since I am completely new to Monkey2 and Pyro2 I feel a little bit lost on how to start… Exploring code examples is not my preferred way to learn a new language/framework. I need someone to walk me through the basic concepts 😉August 26, 2017 at 9:58 am #10009
I do plan to add articles frequently but in the meantime look at the bananas/snippets in the module folders because they do highlight specific parts of te framework in a specific order and have comments in the code.
Btw, the Tiled exporter / loader is now FREE! you can download it for free or name your own price… Thanks.August 28, 2017 at 10:50 am #10067
A little update on the articles.
This time added some scene graph basics.
I also added a link to each example to download it so you can play with them.August 28, 2017 at 4:13 pm #10072
great, thank you so much! this will help a lot to get started!
(i love the ease of testing each example in my browser! 🙂 )
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