How to use solid collision filtering with Tile movement in Construct 3

Solid collision filtering is a really useful feature in Construct 3, but it’s not very well documented.

I’m using it in my latest game together with Tile movement to handle moving the inventory screen selector. Tile movement allows easy grid-like movement in the inventory screen and I’m using simple borders with the solid behavior to stop the selector when it’s close to an edge.

The problem with this was that the indicator was also colliding with solids in the game world which still existed under the inventory menu screen.

The solution was to use solid collision filtering like this:

Select the solids that should collide with your Tile movement -object. Add a descriptive tag (or several tags separated by spaces) in the solid settings:

Then on start of layout you can target the object with the Tile movement and find the Set solid collision filtering action under Misc category:

Now you can set it to “inclusive” mode and type in the tag name you gave to your solid:

That’s it! Now your Tile movement object should only collide with the solids that have that specific tag in their solid settings.

Happy game making!

Finally a sprite sheet recoloring process that works

I have been searching for a good workflow for testing out different color palettes for existing video game designs.

I have finally found a relatively pain free method of testing different color palettes and applying them to entire games. I will be making a video tutorial about this in the future, but before I get to that, I thought I would already explain the basics of the workflow.

Step 1:

This process will be easier and quicker if you can pack all your game graphics into one large sprite sheet first. For this I used an open source tool called Free Texture Packer. Grab it here:

http://free-tex-packer.com/

Step 2:

Run Free texture Packer and choose “Actions” –> “Load folder” and point it to your sprites folder. From the settings panel on the right, uncheck “Prepend folder name” and “Detect identical”. Then hit “Export”. Your sprite sheet will be saved along with a JSON file that describes the sprite names and locations in the sheet.

Step 3:

Download the open source tool called “Image Palettizer” here:

https://github.com/PureAsbestos/Image-palettizer

Step 4:

Load your sprite sheet into the tool and then load a color palette in the Gimp .gpl palette format. Click apply and let Image Palettizer figure out how to best convert your image to the suggested palette. There are different intermediate color spaces available should you not be happy with the initial results.

Step 5:

Save your color converted sprite sheet and go back to Free Texture Packer. Go to “Tools” –> “Split sheet” and give it the sprite sheet file and the JSON file. It will ask you for a save location and the write your sprites back into their original individual files, even preserving their original names -very nice!

Step 6:

Replace the old files in your game folder with the recolored ones. You have just recolored your entire game based on a color palette! This makes it quick and effortless to try out different palettes for your game designs.

Stay tuned for the video tutorial version!