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Tilekit

A tilemap editor centered around pattern-based auto tiling · By rxi

Just a few problems\glitches.

A topic by lukaszkur created Jun 28, 2020 Views: 271 Replies: 3
Viewing posts 1 to 4
(1 edit)

Thanks for making this tool, I can see a great future for it. I've came across few problems when using it so far:

-I dont know why, but sometimes, when in windowed mode, you cant use the minimize\Maximize\Close buttons in the top right corner of the application(they get frozen).

-When in full screen mode, clicking on "pattern" button(in "Rules" window) brings up small window with Pattern. Now, minimize the application to system bar and maximize it back: Pattern window is now in top left corner of the application. Similar thing happens when you go between window and full screen mode.

-Output window sometimes breaks the render. In this example, I've loaded demo example and placed single water tile under the map. Then scrolled around a bit: https://gfycat.com/thirstyveneratedcoral

-Is it possible to have a 0-1 pattern? I mean, have two tile alternate like 0-1-0-1-0-1 etc.

-Why we cant use keyboard nor the mouse to change cursor position in the text?

-(Probably not a glitch)Loading a project doesnt reset the scroll in Input\Output windows.

-If you have multiple rulesets,  arrows will appear in ruleset window to(presumably) select "Next\Previous" Ruleset. These arrows doesnt work completely: https://gfycat.com/uglyinfiniteherald

Question: Can be tiles placed on autotiling AFTER "Final" processing?. Asking because I cant figure out how to do this:

https://ibb.co/w4M7zjT

All Im getting thus far is this:
https://ibb.co/T4p38Xv

Thanks!

Developer
-I dont know why, but sometimes, when in windowed mode, you cant use the minimize\Maximize\Close buttons in the top right corner of the application(they get frozen).
-When in full screen mode, clicking on "pattern" button(in "Rules" window) brings up small window with Pattern. Now, minimize the application to system bar and maximize it back: Pattern window is now in top left corner of the application. 

Both of these issues should be fixed in the 1.01 update

Similar thing happens when you go between window and full screen mode.

This part is intended behaviour, as popup windows always try to keep themselves fully visible in the window

-Output window sometimes breaks the render. In this example, I've loaded demo example and placed single water tile under the map. Then scrolled around a bit: https://gfycat.com/thirstyveneratedcoral

This is also intended behaviour, though it may require some explanation: Due to how tilekit's rules work, taking into account repeating rulesets, changing a single input tile could potentially result in any tile on the output grid changing, thus tilekit only processes the tilemap for the region visible and some space around it. I experimented with some other compromises while working on tilekit and this I felt gave the best experience. It's impossible not to have some compromise, for example, if you had a 512x512 tilemap, 30 rules, and 2 rulesets that repeat 50 times each and contain 5 rules in both, tilekit would need to perform 138,936,320 rule checks each time there was a change to assure the resultant map was correct.

Note that the map is always processed in full when exported, but the current implementation means you may have to simply place two "water" fill tiles when working on a very large area and scrolling too far away from one of them such as to see the desired output -- I've found in practise this is rarely an issue, though I understand how it can seem confusing without context.

-Is it possible to have a 0-1 pattern? I mean, have two tile alternate like 0-1-0-1-0-1 etc.

You could do something like this (you'll have to download and save as a .tkp file)

-If you have multiple rulesets,  arrows will appear in ruleset window to(presumably) select "Next\Previous" Ruleset. These arrows doesnt work completely: https://gfycat.com/uglyinfiniteherald

The arrow buttons move the rulesets themselves rather than move your view between the rulesets -- for example in your gif you're swapping the position of rulesets 1 and 2.

Question: Can be tiles placed on autotiling AFTER "Final" processing?. Asking because I cant figure out how to do this:

This isn't supported -- tilekit tries to avoid the user having to do minor tweaks in regard to the tilemap like this -- for scenarios where you wanted to place "exceptional" items the object system can be used.

All Im getting thus far is this:
https://ibb.co/T4p38Xv

For this specific case you can use "negated" mode on the pattern such that it expects any non-blank tile instead of a tile of the same type -- refer to the manual for how this can be achieved.

I hope this clears some things up. Thanks for the kind words!

(1 edit)

Thanks for all the answers.

Two more features requests:

-Add more text space in Rules window.

-Unless I missed it: allow for Input map export. I work on NES game and hoped to save memory by having the map made with autotiles. Its also kind of weird to have Rules export to C\Lua but no Input map export(again, did I miss it?)

(Nevermind the second one, a friend of mind helped me to figure out thet tkp files are json with different extension)

Thanks!

Developer
-Add more text space in Rules window.

Dragging the bottom-right corner of the rules window to change the size will increase the text-box widths

-Unless I missed it: allow for Input map export. I work on NES game and hoped to save memory by having the map made with autotiles. Its also kind of weird to have Rules export to C\Lua but no Input map export(again, did I miss it?)

You can use the .tkp project file directly for this -- it's just a regular JSON file. The map size and data is stored in the input_map field (input_map.w, input_map.h, input_map.data), the tileset information is stored in the output_map field.