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Tilekit

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

Tile Transparency

A topic by ohcurtains created Jul 23, 2020 Views: 448 Replies: 3
Viewing posts 1 to 4
(7 edits)

Hello! I use lots of tilesets which have tiles with a transparent backround - e.g. rocks and flowers which I can place on top of grass.

https://www.spriters-resource.com/fullview/57104/

Is it possible to use these tiles with transparency on top of other tiles? I can't seem to find a way to. Not being able to use transparency layers would be a huge letdown.

This is an incredibly useful tool. Fingers crossed that there's a way to do this or that it's planned.

Would it be possible to store each tile's data as an array of indexes, rather than a single index?

Developer(+2)

Layers are currently not supported, the main issue is there not being an obvious solution to implementing them that would maintain the fast workflow Tilekit tries to provide. If layering were to be implemented, I'd want to avoid doing so in the naive way (eg. having multiple layers, each with their own map data and rulesets) without first putting effort into coming up with a better solution which doesn't involve having to manually keep two separate layers in sync with one another.

One of the core goals of Tilekit is to make tilemap editing fast and less tedious, ideally an approach to layers would keep in line with the current level of automation which is already provided.

(+1)

That all makes lots of sense! Thanks for the fast reply. I plan on using objects to create the extra items i need like trees and getting the game engine to draw them. Your tool is still enormously helpful. I plan on using it for everything. Please keep transparency in mind for the future work on it. Will be keeping an eye on future updates to see all the places this project goes. Thanks so much!

(1 edit)

Well, I'd like to have at least naive layering too. Because the layout of foreground would be impacted by how I form background in a game.