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Messages - Jellybit

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Bingo, that was it! I totally forgot that when I first imported the tilesheet, it slapped the ENTIRE tilesheet int here as the first tile, messing up all the spacing in the palette. So I deleted that tile. That's when the problem came in. Thank you.

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So I went through the tutorial, and had some trouble due to using 16 pixel tiles instead of the default 32 pixel tiles, but I got it all working. At the end of the tutorial, it mentioned having Tiled support. I made a test tilemap in Tiled and it looked decent:



But when I imported it, it was using the tile to the left of the tile that's supposed to be used:



I checked to make sure there was no offset in the imported tilesets on both Tiled and Unity, and both had the full set:



Is this a common problem? What can I do to solve this issue? Thanks.

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Support / Re: Tile base platformer collision detection?
« on: June 10, 2014, 12:47:52 am »
I can't tell you how much I agree with this. I've been trying to solve this problem for months. I wrote some AABB collision, but I'm having a hard time dealing with tilemaps in an efficient way.

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