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Allows for random noise parameter rerolling, allows deleting entire sectors of tiles in the level editor with ease, allows swapping tiles. Removes burden of level editor needing to deal with autotiles. Allows moving groups of tiles, maybe optimize collision and and allow for vertice pulling (but this is kind of nothing amd i have no clue what im talking about really).
POSSIBLE: Allows manipulation of tile groups using scripts, rotation, and other cool gimmicks.
How it works is that the level editor does the autotuiling on the fly but what should happen is that shouldn't happen.
I'm happy to tackle this ,just jotting down if anyone wants to trackle it.
I have verified this isn't a request that's already been submitted as an issue.
I have verified this isn't a discussion, or an issue with the game, but rather an actual feature request - a currently non-existent, but desired feature.
In this request, I have only included details about one (1) desired feature.
If I make a mistake while submitting this request, I agree to use the "Edit" feature to correct it, instead of closing this issue and opening a new one.
The text was updated successfully, but these errors were encountered:
tobbi
changed the title
[Featrue Request]: tilemap.cpp should store parameters for auto-tile
[Feature Request]: tilemap.cpp should store parameters for auto-tile
Oct 9, 2024
Worth mentioning, by moving groups of tiles, or simple "pulling them" together, we have a chance to optimize the size of the file (i.e., a 16x16 group of tiles can be pulled into a single 16*16 chunk of a single block), and optimize how collision works (i.e. check collision with a "group" of tiles instead of for each tile).
There are benefits to this outside of fancy level-editing stuff, even if we aren't doing "auto-tile".
The only place where this couldn't be applied would be noise; the level editor would have to internally put "unique" tile textures over-top of each other, while keeping the 16x16 grid. This is for user-defined noise though, otherwise, we would allow for generating/re-rolling noise per level (and MAYBE even per-level-load)
When I say noise, I mean randomization of tiles, like tiles with rock chips in them.
swagtoy
changed the title
[Feature Request]: tilemap.cpp should store parameters for auto-tile
[Feature Request]: tilemap.cpp should group tiles
Oct 10, 2024
Feature Details
Allows for random noise parameter rerolling, allows deleting entire sectors of tiles in the level editor with ease, allows swapping tiles. Removes burden of level editor needing to deal with autotiles. Allows moving groups of tiles, maybe optimize collision and and allow for vertice pulling (but this is kind of nothing amd i have no clue what im talking about really).
POSSIBLE: Allows manipulation of tile groups using scripts, rotation, and other cool gimmicks.
How it works is that the level editor does the autotuiling on the fly but what should happen is that shouldn't happen.
I'm happy to tackle this ,just jotting down if anyone wants to trackle it.
Feature Purpose
fsdsfsd
It will improve the gmae
Concept Screenshots
No response
Guidelines For Reporting Issues
The text was updated successfully, but these errors were encountered: