Recent community posts
"GMRoomPack tries to find room's each layer by name (via layer_get_id), and, if there isn't one, creates it at the original depth."
So if I made sure that packed room and room in which packed room is loaded to have layers with same names, the "layer_get_id" would work properly?
Currently instance layers have different names - "Instances" and "sort_begin".
"As of issue #1, are you loading multiple tilesets into the same room? You might need to store the actual tilesets into a separate list (and loop over them) but it's hard to tell with this little context."
Yes, I'm loading 2 tilesets. What else do you need to know?
"Needless to say, this makes issue #2 a bit mysterious - perhaps you are loading a room with another controller object and GM declines to create duplicate layers? I'd suggest to try logging IDs of your grid layers."
Okay, I'll do that the next day.
Hello, I have just bought your product, and I'm trying to implement it.
I've run into problems with layers and tilemaps.
How do I get correct tilemap ID's for tile collision checking?
For example, this code:
I created a tilemap list - global.tilemap_list - using room_pack_store_tilemaps() , and m_pos_collisions is equal to 2. This works until I try to load another room because I assume tilemap_list changes.
How do I always get correct tilemap for my collision checking and other purposes?
I need layers for depth sorting and loading rooms seem to mess this up - it doesn't work anymore.
So the main problem is that I don't know what room loading does to layers.