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Cover: Construct 3 Kiko's Adventure #3: Arranging Level with Tilemap
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The result of this episode is a complete level that is 2400 pixels long, complete with grassy ground, three islands separated by a canyon, brick blocks, boxes, stone stairs, and walls at both ends. Hello, welcome back. In episode 3, we will arrange the level using tilemap objects. Tilemap draws the level from small 32-pixel maps, much more practical than placing sprites one by one. Double-click the empty area, select tilemap, name the map, then insert and click in the layout.
The image editor opens, load the tileset.png file which contains 8 tiles, grass, ground, rocks, bricks, boxes, and question mark blocks. Close the editor. Tile width and tile height are already 32, matching the tileset.
Set the map position at 0,0 with the width of the layout. Right-click the map, z-order, send to bottom of layer so Kiko appears in front. Then add the solid behavior to the map.
The temporary floor is no longer needed. Right-click the floor in the project bar and delete it. Reduce the zoom using the controls and mouse wheel until the entire layout is visible.
Open the tilemap bar at the bottom right. Select the draw rectangle area tool, click the grass tile, then drag it in the layout. We will create 3 islands of ground with a canyon in between. A row of grass on top, and 3 rows of ground below it. Each end of the island uses a grass tile with a border.
Now the obstacles. Rocks walls at the left and right ends to prevent Kiko from leaving the layout. A row of brick blocks with question mark blocks that can be stepped on. Wooden boxes as obstacles. And stone stairs leading to the finish line.
Reset zoom. Save. Then preview. Kiko stands on the grass. Can climb blocks and boxes. And it can fall into a ravine. Falling into the ravine has no consequences. Later in episode 7, we'll make Kiko lose a life. Want to be able to make your own game without coding?
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