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[New Item] New Properties #136

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masterminer176 opened this issue Jan 6, 2019 · 7 comments
Open

[New Item] New Properties #136

masterminer176 opened this issue Jan 6, 2019 · 7 comments
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Enhancement New feature or request Suggestion A proposal for a new feature, behavior or approach

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@masterminer176
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masterminer176 commented Jan 6, 2019

https://imgur.com/a/DICMmyI

The idea is to port the tile properties from HEC #12 (and one of my own), and merge them with the existing tile properties like shown above (to conserve backwards compatibility).

Updated to link to have examples of the custom property I mentioned.

@RokonShimo
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RokonShimo commented Jan 7, 2019

if you want to put more properties, maybe have the Multi-direction properties be dependent on color channels?

As in: [0,0,0,0] would be no sides and [0,1,1,0] would be right and down, etc.

property slots are valuable.

converting tilesets could easily be done automatically. In fact, I could likely merge the spike properties myself if I knew how to change a png from within the game.

@HugoBDesigner HugoBDesigner added Enhancement New feature or request Suggestion A proposal for a new feature, behavior or approach labels Jan 8, 2019
@HugoBDesigner
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While I really like the idea of adding multiple tile properties, I'm wary of adding too many, or adding some that are less needed/important than others. Ideally, we should try to minimize tile properties, or move on to a different approach to multiple tile properties. The idea with RGB values is one I considered, but it's far too unintuitive and hard to tweak. Suggestions would be appreciated.

@RokonShimo
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RokonShimo commented Jan 8, 2019

I did mention that it'd be only for four-sided properties, which is a bit more intuitive, right?

@HugoBDesigner
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That'd interfere with backwards compatibility, I'm afraid

@RokonShimo
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RokonShimo commented Jan 14, 2019

either way, here's my two cents on each property mentioned:

  • No Enemy/No Player: could be achieved by giving the tile hitbox a different category, and has potential.
  • Un-gellable: I can't personally see any application for this or practical way to do it, but that doesn't mean there isn't one.
  • Pixel collision: First we fix slopes (although this would likely make them obsolete), then we worry about this. Also, this would be impractical for backwards compatibility unless "slope" overrode it.
  • Portal Sides: If you aren't using white gel in your mappack, make it invisible. Or use panels. Problem solved.
  • Clear: Huh?
  • Top-Down: Why would you want this?
  • Collision Sides: I fail to see what this means. Would this make it a One-way Gate or something? Like SMW's ground? I can see the application, but we already have Platform for the top side. Knowing how the Platform property works, I could likely make this one myself. However, again, it would be impractical with slopes, Pixel Collision, and existing tilesets.

@masterminer176
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I just had some random ideas, looking back I see how bad they can be.

Clear: Invisible but with all collision
Top Down: For LOZ style levels (which looking back, is dumb)
Collision Sides: Probably for one-way blocks.

@RokonShimo
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You can just not draw a tile if you want it to be "clear", and for Collision sides, that's exactly what I meant by SMW ground.

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