I did this using a property you can add under TileMapLayer > Tile Set > Rendering > Occlusion Layers
This tutorial was really helpful to me back then. I hope you find it useful.
I'm glad you liked it!
Sure, I could prepare the examples I've made in Godot and include them in the asset.
However, I wouldn't feel comfortable including the code, since it was put together quickly and isn't very elegant. 😅
Let me know if you'd be interested in that.
*By the way, the game looks cool.
It would be great to see the asset in action like that.😄
Oh, sorry, I misunderstood.
The extra version wouldn't work in “Tiled” because it comes with preconfigured resources, but only for Godot.
Right now it is not designed to perform autotiling (I don't know how it would work in "Tiled"), so there will probably be visual problems when creating the terrain, but...
You've given me the idea to include that feature, so I'm going to run some tests and try to add it to the package so that it works correctly with autotiling.
It might take a couple of days, but be prepared for an update. 👀
And thank you for your comment!
The assets have an estimated total size of 24.55 kb.
Most tiles are 8 x 8px in size, except for those with slightly more unusual shapes (crates, doors, coins, etc.) or backgrounds (clouds, foliage, etc.).
Personally, I cannot recommend it for GB Studio, as it may not meet some of the program's usage requirements and I may not be able to provide the necessary support, as I am not familiar with the program.
In any case, you can try it, but at your own risk.
Sorry it was a bit confusing.
Answering your question, the assets shown are the same as the basic version, they do not come in another resolution.
What I was trying to show is that in Extra (Godot) you will have:
The base tile for each shape, the texture origin for each tile and the colliders for the physics layer.
