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Just not workin for me, I don't wanna stir anything up.
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if you installed the newest version and it still does the thing that fry said it fixed i guess something ~*else*~ is wrong and you should tell us but do not tell us that the version number is wrong |
Having trouble compiling Gonstruct on Linux. I'm using Ubuntu 10.04 with all of the dependencies installed on my system. Does anyone know the source of the problem and hopefully how to solve it?
Here is the error I receive from the terminal after using the make command: PHP Code:
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Thanks for the reply though :) Edit: Here are the dependencies I installed. NPC Code:libgtkmm-2.4-dgb |
A lot of times, Googling "[..] error: gtkmm.h: No such file or directory" errors can help a lot (when it comes to finding missing deps).
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NPC Code:libgtkmm-2.4-dev |
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I downloaded the editor and I'm wondering how you apply transparent layers?
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No you don't need a fully transparent tile to fill layers in the most recent version (0.2.2) anymore, if you remove any tiles on a layer above 0 they automagically turn into a transparent tile. Should probably update the readme to include layer editing at some point, or maybe someone can help out with that!
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Okay I have Dusty's transparent tiles loaded, along with pics1.png. How do I switch between the tilesets on each layer? I want to use his transparent tiles for layers higher than zero. Unless I have to use one tileset. Then I will have to find a version of Dusty's that isn't incomplete (he deleted tiles on his transparent version).
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Okay new question. Is there any way to test my levels without having to upload them to a server?
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It's not really Gonstruct's fault, and it's far from silly. Ya it breaks it but the functionality shouldn't disappear, as it'll be eventually way useful than using a transparent tile. Maybe a compatibility option when saving?
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Okay I've got Gonstruct down now, still wondering on whether or not I can test levels made in Gontruct without going online. Also wondering if blocking tiles placed on layer 0 are considered blocking.
And would it be possible to add the click and drag feature that existed in the old editor for placing tiles on a level? EDIT: also wondering how many layers does Graal support. |
The problem with transparent tiles is that in game performance is most certainly going to rapidly go down and level size up the more layers you use. Stefan did not comment on what method he prefers, but apparently the most sane one to use layers that gonstruct is using now appears to be working in v6, so I see no reason to change it back. If you want to use layered levels in v5 you're probably best off using the older version (0.2.0 i think?), or if you want you can add an option to the current version.
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Regarding the second point, you can flood fill with the default tile by right clicking on a set of tiles, flood filling with a group of tiles is on the TODO list, but yeah, don't expect any additions soon, you might be better off using the default level editor. Edit: Here's the link to 0.2.3 |
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I have a question(s). Since I am not able to test my levels online, I am wondering how layers work in relation to the player. If you're using a layer greater than zero, is it drawn above the player? Or are the layers only drawn above the tiles? Also if I use a blocking tile on layer zero, and an unblocking tile on layer one, can the player walk on it (or vice versa)? |
mby i should add the latest version(s) to the op
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By the way Fry, if you ever get around to it, could you make it so that if you already have Gonstruct open while opening a new level from the desktop or whatever, it pops up in the Gonstruct you already have up rather then opening another window? Would be super awesome to have it work like the default editor like that. |
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also wondering how Graal handles different tile types. You said blocking tiles always block, what about swimming tiles, no blocking tiles, sitting tiles, etc. What takes priority? |
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EDIT: The "effect" on the lowest layer takes priority, other then when it comes to blocking tiles - they always block. |
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I am pretty sure you could to the same thing with setshape2, so if you can come up with a pretty npc-based way to turn some stuff blue, you can dynamically flood and unflood things <:D
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Would be pretty neat if there where layers that could draw over the player, would make some interesting levels.
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Is it possible to promote/demote certain tiles on a layer. IE I select a cliff and decide I want it on layer one over layer zero, so I click "promote to layer" or whatnot.
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also, wondering if you ever revised your transparent tileset? |
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The problem with editing it is that it's not easy to edit the opaque areas as you can't just eye-drop them. I do have a "raw" back-up without the transparency, but I dunno if I'd want to go that route or just fix it up better from scratch. I made the tileset before Gonstruct even supported layers, so it was mostly all done on a hypothetical level. After working with the layers I have learned quite a bit more and could probably change the tileset for more efficiency. |
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An active selection always stays separate from the other layers, so if you paste something and then instantly witch to another layer, and then deselect it, it will stay on the latter layer. If you deselect it before switching layer it will stay on the correct layer.
I think the alternative, having a layer associated to an active selection is just going to make editing layers more confusing. |
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