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Problems with Object layer #67

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Judasaq opened this issue Aug 30, 2011 · 9 comments
Closed

Problems with Object layer #67

Judasaq opened this issue Aug 30, 2011 · 9 comments
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bug Broken behavior.

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@Judasaq
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Judasaq commented Aug 30, 2011

When editing the Object layer, I have seen 2 problems:

  1. The first visible row in the editor is actually the 2nd row. The topmost row is just a line of horizontal pixels. In other words, in 128x128 bit tileset, the tile placed at (0,0) will actually be (0,128). Tiles accidentally placed outside the view on row 1 are very difficult to click on and remove. This happens fairly ofter because of:
  2. The snap-to-grip functionality while using "Insert Tile Objects" works poorly. In a given tile on the grid, the only way to place an image in the tile is to click in the lower left quadrant of the tile. Clicking in any other region will cause the image to appear in an adjacent tile. So, clicking just above the center of the tile will cause the image to appear in the next tile up.

Neither 1 or 2 are an issue while editing the standard tile layers.

-J

@Judasaq
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Judasaq commented Aug 30, 2011

Almost forgot: this is true in version 6.2 and 7.0.

@bjorn
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bjorn commented Aug 30, 2011

Thanks for opening an issue about this. I'm aware of these problems but I agree they should be fixed.

@Judasaq
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Judasaq commented Aug 31, 2011

Thanks for the quick reply. We are hoping to use tiled in our semi-indy game effort as a total world editor. Everything else works great and we are using tiled to instruct the game engine on how to build the visual world, the collision layer, and what art assets to apply via the properties. I was hoping to use the object layer to define in-game 'triggers' (teleporters, door openers, ect)

@bjorn
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bjorn commented Aug 31, 2011

Well, I hope this little issue doesn't stop you from using the objects layers for that anyway. If the displacement of the graphic is too disturbing you may also consider using plain rectangular objects to represent your teleports, etc. In the current version of Tiled you can add the objects to different layers to be able to assign different colors to them (in the next version it should also be possible to define a color for specific object types).

@Judasaq
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Judasaq commented Sep 1, 2011

We're still using it. :) I handle the code in this area and just applied a hack to the tmx file reader to offset the object Y values of the objects by -128 (we're using 128x128 tiles). So far, so good.

While I have your ear, is there a way to define a layer "template" with some property tags already stubbed out? For the visual layers, we have 4 properties and what I do is create one layer, type in the 4 properties/values, then duplicate it. It works OK, but I worry someone doing content creation might typo one of the property names and it would cause trouble. Not a big deal, just a 'nice to have' thing.

@bjorn
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bjorn commented Sep 1, 2011

@Judasaq There is no support for any kind of template or predefined properties yet, but it would indeed be nice to have.

Zeitmaus pushed a commit to Zeitmaus/tiled that referenced this issue Sep 26, 2011
…as being biased for an inverted y axis leading to an off-by-one difference between the tile position and rendered tile position.
@o11c
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o11c commented Sep 26, 2011

Per discussion on #tiled, bjorn and I think that, because of the way how oversized tiles work, it does not make sense to change the way tiles are stored on object layers.

Though of course, the snapping interface bug of course should be fixed, and when adding a tile to an object layer, it should hover beneath the mouse like it does on object layers, and support flipping.

@Zeitmaus
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o11c straightened me out on the coord system. I agree with him/her that this should be a Won't Fix. Rather, the coord system should be documented.

@bjorn bjorn closed this as completed in 5266429 Sep 27, 2011
@bjorn
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bjorn commented Sep 27, 2011

The above fix will be included in 0.7.1 since it just fixes the Insert Tile Objects tool without changing anything about the origin of tile objects or the TMX map format.

stefanbeller pushed a commit to stefanbeller/tiled that referenced this issue Feb 2, 2012
…as being biased for an inverted y axis leading to an off-by-one difference between the tile position and rendered tile position.
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