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Object Library #1326
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You could save the images you're using as objects as separate images, and add them to an Image Collection tileset. The tiles in such a tileset don't need to be all the same size. That would solve most of your use-case, right?
I don't really understand this part. |
Hmm, part of that functionality will be provided by PR #1323. By shifting the tile graphic as needed, the position of the tile object could be exactly where you'd like it to be. Still, indeed a way to store objects somewhere for later reuse would be very welcome. Similar to the "Tile Stamps" view, but for objects. I'll leave this issue open, since that would exactly be an "Object Library". The thing is that for tile objects, the tileset is basically already a kind of library. Maybe the design is not optimal here... |
Thanks Bjorn! A combination of an object library and #1323 would suit my needs perfectly! Regarding the tileset as a library, here is something that I did when I started using object tiles: |
As i understand, this feature is to be able to have a library of objects that linked to each of its instance on a map (i.e. we change some property of instance it changes in library object), aren't it? |
While the properties are not copied over, now that #436 is done they are displayed in gray when you select a tile object, and you could override these properties on the object.
Actually, reading the original request here and subsequent messages, it occurs to me that this task is largely already done, except for finishing #1323. The "object library" @adsilcott is asking for is then exactly an image collection tileset with custom properties set on them, especially since I recently finished #432 and #436. So I'll close this issue in preference to one better describing what is still missing. I think that would be issue #70. Whether changes to the object template should affect all (unmodified) instances is still an open question. I think it would be interesting to see how for example Unity prefabs or Unreal Engine blueprints handle this (I haven't worked with either). |
Sorry if this is a duplicate, the closest I could find was this: #1248
Currently if I want to represent something that will be spawned into the map in code, I place a tile object, then add the properties that will tell the engine what object to spawn.
For example if I want a tree object, I place it then set up the properties. If I need a new tree object, instead of making a new one and possibly making a mistake, I find an earlier one and duplicate it. This is a problem if the tree is in a different map. Also, if the tree image takes up 3x4 tiles, then I have to pick one tile to represent it, so I don't get a visual idea of the size of the tree, unless I make a separate tilesheet for each size of object.
I'd love to be able to define a library of objects with individually set custom properties and collisions, and a way of defining their visual representation as a x by y rectangle of tiles, or as a single image, along with a way align the image with the point or shape that it represents. This would make placing objects as convenient as placing tiles.
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