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TileMap, TileSet feature proposal #19700
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That makes no sense in the current TileMap implementation. Maybe you are getting confused by the fact that Godot allows you to convert a scene into a tileset, but keep in mind that's just an editor utility, tiles are not nodes at all, and it's likely we just get a proper tileset editor in the future.
That also makes little sense because TileSet is a resource, not a node. I think we just need a more complete editor dedicated to it rather than a scene converter and an autotile panel.
Note: tiles larger than a cell are supported already, though they still occupy 1 cell. Just make your tile larger and setup its center properly ;)
Difficult to make sense of this in engine, but you can perfectly make your player visual representation to be a tile in the tilemap that you set from a script.
Editor-only nodes? I think there is an existing issue about this already. |
The reason I wrote it is exactly that: new TileMap/TileSet implementation where having separate Tile node would make sense. Converting scene with sprites into tileset won't be required if you can just create TileSet node directly.
Got it. Removing feature.
I think so too. Wasn't really sure about this one.
I can't find it. Will remove it if issue like this already exists. |
See also: #19538 |
@CloudAlRio Adding the ability to have AnimationPlayer and Scripts per tile will be bad for optimisation, you can merge collision shapes, and sprites and use them as one(or in quadrants) thus having better optimisation than separate tiles. On the rest I am with @Zylann. |
Why having script on one or few tiles in grid-based game would hurt optimization that much. Also those games do have animated tiles and they don't hurt optimization too much. |
It would still have to check every tile to see it has a script or not.
Animated tiles are planned. They can be accomplished by creating an animated texture. It's not the same as an animation player per tile. |
@CloudAlRio Having anything other than textures will mean bad for optimizations for it will not be consistent thus will have to check each tile for scripts and stuff they will not be bundle together properly then. Overall I like that you tried to put up a good and descriptive proposal here. You seem to have some ideas but just don't seem to know how it could be proposed. |
I, too, would like to add scripts to tilesets. I brought this issue up on Discord and received two pretty good answers:
For example, in my game, I have trees that you can chop down. So, I would:
Here's some helpful code I got from Discord (disclaimer: I didn't try running it yet):
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Current tilemaps and tilesets are very limited in terms of functionality. So, basically, they're not really useful when making grid-based RPG games (quite popular even these days) or similar games.
I tried to sort features by implementation difficulty.
Main features:
TileSet Editor features:
Optional features:
Well, maybe some of these features are already implemented/being implemented or exist in some other form, but still wanted to write them down, because I couldn't find them.
There are a lot of feature proposals similar to this, So, I think people would like to see some improvements in this direction.
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