4.0 TileMap improvements needed #5425
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It is not a good experience when drawing terrain with a bit mask that cannot be simply canceled. |
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It kind of make sense, but I think this is quite inconsistent with how other node editors work. I don't think there is another situation where an editor will disappear because you did not set a given property of the node.
Hmm why not. But I am not really found of hiding things for the sake of it, but I guess they could be disabled if we decide to do that.
This is kind of a technical requirement. We need to add a warning when you set a layer as Y-sorted and forgot to add Y-sort to the node itself.
This is documentation material, but maybe the tooltip menus should explain what each do. Also, the empty TileSet source list could display a message to drop a texture there to create an atlas, if that helps.
Sorry, I don't get that part. But top be clear this isn't really possible as it would likely end up in a situation more complex than the current one.
This is for conveyor belts. If you give it a value, a body colliding with it will automatically move according to those values.
You don't have to use the painting tool then, just select tiles one by one in the selection tool and edit the shaped in the inspector.
Seems like plugin material, yes. Though I would not be against providing some sort of a "shape palette" for the most common shapes you would use. That might help.
I don't really get it, when you select a tile in the tile inspector, you can select a given property, then it will display the polygon for the given property for all tiles in the atlas. I don't think we can do more than that without things becoming a visual mess.
No, this is when your texture has tiles that are wider than the grid cell size. This is a must have for isometric tilesets, where all tile often have a vertical component which make them taller than the grid size.
It needs to be documented, but this makes it so the TileMap renderer internally creates duplicate of atlas texture so that tiles do not leak from one tile to another. It's generally to be turned on, at least for rectangular tiles, but may have a small performance impact.
Yes, I agree this is tedious. I think it would be possible to use right-click for that, now that right-click is disabled for scrolling (if I am not mistaking).
I am not 100% sure about what you mean, but if you mean Terrain sets, yes, you need to be able to define several of them. Some tiles are made to work with each other while others are not. Typically, in a rectangular shape setup, you may want to have a path-style terrain (requiring the side-only matching mode) and normal 3x3 terrains. Mixing them in the same atlas should be possible.
This is documentation material.
It would be impossible to set terrains correctly otherwise. I think we should add a transparency slider though, it should definitely help.
The first click change the tile's terrain set, when the second change the tile's bit. I guess we could make the first click do both, but I think we also need a way to make a bunch of tiles belong to the given terrain set while not setting the bit. So I am not sure what is the best solution there.
I think we need a warning and some documentation there. Frames should be layered horizontally, and thus the tile to the right of the first one should be empty for you to be able to add a frame. I agree this should be made clearer. The column argument, if different from zero, defines when it should try to go down to a next line in the atlas.
No, it just means you can now assign a signal to each tiles within this data layer. But I guess it does not make a lot of sense, unless in some weird use cases. I'd say most of the time you only would like to use the common int, float, etc... types, but you still have the possibility to assign something else. |
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I think aspects of the first point raised can be fixed with this PR. I fixed it a while back, but it seems to have regressed since then godotengine/godot#65370 |
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Other ideas for the TileMap editor when a tileset is not yet assigned: instead of just having a message telling you that a tileset is not assigned, we could replace it with a button to allow you to assign there too. |
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New godot user here, want to give some feedback. I think what is most needed atm is documentation, as there is no example page or anything for coding with tilemaps. For example, the most basic example is raycasting from your camera to a tile (related to #5538), yet it doesn't exist. I want to code a tilemap into existence (using tilemap as a grid visualization), via a tileset, but the API to TileMap is like a black box to me. |
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For the record I agree the the entire concept of tilemap layers doesn't work well. A tilemap layer is essentially a duplicate of the functionality of a tilemap node but now with lots of extra nesting and very awkward UX. This violates the core philosophy of how Godot nodes are supposed to work with one simple responsibility per node and using multiple nodes in concert for composition. The only benefit I can see is that there are fewer nodes in the hierarchy, but that isn't particularly important since you can just nest them and collapse the branch anyway, which is how Godot is designed to be used. Furthermore, layers do not eliminate the need for multiple tilemaps anyway. You still need multiple tilemaps if you want to have tiles of different sizes, or use tilemaps with parallax for example. |
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Some things I would like.
Scene tiles:
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Hey all,
Reduzio asked me to make a proposal/discussion for how I would update the TileMap editor in 4.0 to be simpler to use. I have some suggestions here for beginners to make it easier for them to use the new TileMap/Set editor, and then actually some suggestions for advanced users so that it's easier to use in the long run. Anything listed with (Me) or something similar is likely something I'll attempt if there's any support for it. Sorry, this is long!
TileMap 4.0 problems:
Lots of information is shown even when a TileMap is unusable due to no active TileSet
When adding a TileSet source, it says only Atlas and Scene Collection. I recognize Atlas is probably the more common name, but it makes it unclear (to me at least) that you can and should be adding images here. At the same time, there's no indication as to what your scene collection might contain, or what that even is. Is it a resource that I have to make in the editor, or do I have to create one in code and add scenes to it in code and set it manually in code? I'm confused because I just attempted to create one in the editor, and there's nothing exported on it that would help me to understand how it's supposed to be used.
Physics layers:
Terrain sets:
Pretty confused about the animation properties. Do you select a set of animation frames as one "tile" in the actual atlas and then define a number of columns? What if it's broken up over multiple rows as well? Frames doesn't allow you to add any frames, even though the plus button is active.
When you put Signal as the type for a Custom Data Layer, what happens? Does it define a new signal for that tile? Lots of confusing stuff in this area. It’s also not well-documented (yet) how to get the relevant data out of that layer, but I’m sure that’ll come in time.
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