05-07-2020, 08:26 AM
(05-07-2020, 02:25 AM)megamarc Wrote: In broad sense, Tilengine is a graphics engine, not a game engine, so it doesn't feature gameplay-domain abstractions such as actors, player/level collisions, and so. The same concept as 2D graphic chipsets, they didn't provide these features (they just provided graphic output), it was the game code that implemented them. However Tilengine provides necessary tools to build these features on top of it. Tile-based gameplay don't usually require external collision data, as the collision information is stored in the tile itself, either in its ID or in its "type" standard property. Tilengine can already load "object" layers from Tiled (introduced in release 2.5.0), albeit it only loads "Tile" objects because it's the type of entity that Tilengine uses to draw object layers. Consider if free-form collision objects are the right tool for you task.
As always, if you put code and assets, I can take a look at them
I see! I think it's a bit easier for me to think of things by treating Tilengine more as a graphics API xD But yes, currently I would appreciate help with this type of tile scenario. I should also adjust the collision box better for when the protagonist is moving left or right. I am soon going to use the object layer for loading in bigger assets like in the Forest example and also as well NPCs. Beware you'll need to disable the TMX library both on source and makefile if you won't use it, or if you do, compile the library accordingly to what the Github project wants. It was a head pain for that...

I wish you could just mov the obstacle from the destination.