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llasram

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A member registered Mar 10, 2021 · View creator page →

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My previous "reply" was apparently a just a reply to myself?  Not sure how itch.io threads work....

Anyway, I messed around a bit more.  I made a function brush which paints a tile with instances locked to the grid, which "works" but is pretty janky.  The line tool working to draw a line of the tile is nice, but other things like the brush selection display are a bit off, and needing a brush per tile doesn't seem scalable (without requiring an Interact-mode tile selector).

I think my question has morphed into: "in Decker, what is the pattern for making tools to help make what you are making?"  If I wanted to make sort of minimalist Tiled in Decker to edit tilemap-y images for a deck, within that deck, what does the structure look like?  It could always be a separate deck which is the external "minimalist Tiled deck," but it seems like it should be possible to have the editor be embedded in the deck being edited and have a nice flow for invoking that self-editor.  Does that make sense? 

Rogue-like-y things.  Not Decker's apparent wheelhouse, but could be fun.  I did see the "fonts as tilesets" example/idea, but using images to map the pattern out to tiles seems more flexible from the "I've just started playing with Decker" remove.  For hand-crafted environments though maybe the ideas in `path` about a separate boundary image are best. I somehow missed the Sokoban example and will need to take a look.  Thank you!

Decker community · Created a new topic Tile-based graphics?

Has anyone made modules or even just examples showing how tile-based graphics might work in Decker?  Both `canvas.merge[]` and the `path` module suggest some ideas, but casually searching hasn't found anything more specific.  Any pointers?  Thanks!