Visual offset for Tilemap layers #8196
Replies: 2 comments 6 replies
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it sounds like the problem is on the asset making side, not the engine |
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Something like this would be such a big improvement. One thing that would have to be taken into consideration is how local_to_map() and similar methods would work. Another use for this would be a Hexagon grid with flat sides like this: Usually in isometric you have to go a "full-step" up to avoid this issue but in this case you would have to go 2 steps up. |
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Alright, there might be a better solution that already exists so I prefer to open this discussion before making a proposal.
Here's my use case: I have a large amount of tiles (almost 4000) distributed in almost 40 sheets in my TileSet. But these tiles are all unique, no management of height whatsoever. I need to create isometric terrains that support different heights.
To give this impression of height, I can use layers and modulate their Z Index to display higher layers on top as demonstrated in this screenshot:

My problem however, is that I need half and quarter steps for the height as well, not just full block height. To fake a half height, I can technically divide the tile size by 2 and then use tricky tile placement to give this impression, as showed here:

However, now if I want to have the quarter height I need to divide the tile size by 4 and it becomes even more complicated to use! Not only the level designing becomes tedious, but potential terrain interactions through code will become an absolute mess to try and compensate for all these tricks.
I tried asking about this problem on the Discord but got no answer to any of my questions so I figured I'd explain here my potential solutions:
So first I'm obviously wondering if there is a better current solution to this problem than the 2 I mentioned. I don't know how common this problem might be so I'm not sure if it has already been tackled frequently.
And if there is no better solution, what do we think about this idea of visual offset?
The nice thing is obviously that it would add flexibility to the Tilemap node, while the potential downside would be that it would add another parameter to each layer which might clutter the interface a bit. I don't know how doable this feature even is, I've yet to look into the code.
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