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TileMap doesn't show most Sprite parameters #3637

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kirilledelman opened this issue Feb 9, 2016 · 11 comments
Closed

TileMap doesn't show most Sprite parameters #3637

kirilledelman opened this issue Feb 9, 2016 · 11 comments

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@kirilledelman
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It would be super awesome if when converting a scene to a tileset, Sprites retained all properties.
Things like modulate color, opacity, transforms, offset etc.

The way TileMap works now limits its usefulness quite severely. It's easier to design levels just using the grid and scene instances. I think many users would agree with me that adding the ability to add scenes as tiles ( with scripts attached ) would help make things like doors, animated tiles etc much easier.

@reduz
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reduz commented Feb 9, 2016

more stuff could be eventually added, but in truth the idea is that you
should combine the tilemap with instanced objects, not use one or the other.

Tilemap is designed to draw large amount of quads quickly, so adding more
flexibility would beat the purpose. What is the problem of combining both?

On Tue, Feb 9, 2016 at 2:52 PM, Kirill Edelman notifications@github.com
wrote:

It would be super awesome if when converting a scene to a tileset, Sprites
retained all properties.
Things like modulate color, opacity, transforms, offset etc.

The way TileMap works now limits its usefulness quite severely. It's
easier to design levels just using the grid and scene instances. I think
many users would agree with me that adding the ability to add scenes as
tiles ( with scripts attached ) would help make things like doors, animated
tiles etc much easier.


Reply to this email directly or view it on GitHub
#3637.

@kirilledelman
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Ok. That explanation makes sense.
I guess adding some more options for modulate / opacity / offset would be nice then.
Thanks!

@leonkrause
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Properties requested in other issues:

@Skaruts
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Skaruts commented Jan 16, 2017

more stuff could be eventually added, but in truth the idea is that you
should combine the tilemap with instanced objects, not use one or the other.

Tilemap is designed to draw large amount of quads quickly, so adding more
flexibility would beat the purpose. What is the problem of combining both?

What about a classic platformer where a lot of the world is made of one-way platforms (like the old Sonics), or moving platforms and conveyor belts (like the Shinobi 2's factory, I think)? A few of the tiles could be set through the tilemap but the rest would be left inconveniently scattered in scenes, and might have to encompass several tilesets.

I don't know how the engine handles the tiles, but I'm guessing there could be a way to implement scripted tiles. Even if in a separate type of tilemap.

@hubbyist
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hubbyist commented Jan 16, 2017

What about a proxy tile which will be a placeholder quad that will act like a simple binding only? These can be replaced with an instance of the bound scene when they enter the viewport.

@KoBeWi
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KoBeWi commented Jun 18, 2019

3.0 added support for additional tile parameters from Sprites.
image
Modulate (+opacity), offset and region are supported, so I guess this can be closed.

@KoBeWi KoBeWi closed this as completed Jun 18, 2019
@KoBeWi KoBeWi added this to the 3.0 milestone Jun 18, 2019
@Skaruts
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Skaruts commented Jun 20, 2019

Personally I think the Tilemap (or another version of it) ought to allow modulating cells individually. It would be useful for a lot of things, for example, a day/night cycle where the tint of the tiles changes (though I guess a CanvasModulate might work too), or for a text based roguelike where each cell can have its own color.

But I guess this is slightly off-topic here.

@KoBeWi
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KoBeWi commented Jun 20, 2019

But it already allows that. You can modulate individual tiles, as well as whole Tilemap.

@Zireael07
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If you modulate e.g. a ground tile, all ground tiles change. I think he wants to modulate individual cells of a type. That, I believe, is not possible, since the Tilemap works by essentially batching the cells of a single type?

@KoBeWi
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KoBeWi commented Jun 20, 2019

Ah, yeah. That would be impossible. But it's a thing for a new issue then.

As a workaround, you can also add another Tilemap on the top, set draw mode to mix and use fully saturated tiles to emulate individual modulation of underlying tiles.

@Skaruts
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Skaruts commented Jun 25, 2019

@Zireael07 yea that's the problem exactly. It modulates the tiles, not the cells.

@KoBeWi I guess that could work. Though it's a bit more cumbersome to deal with.

Although for my purpose of a classic roguelike (text based) I still had to colorize the text and the background separately, so I needed to use sprites and a simple shader. I couldn't figure out a way to do it with TileMaps.

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