Point Object #1325

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karai17 opened this Issue Jul 28, 2016 · 9 comments

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karai17 commented Jul 28, 2016

In general, I feel like most of the object shapes are kind of useless for actual use in most games. What I feel would be the most useful would be a simple Point object so you can place points all over the map and use those as, say, enemy spawners or whatever. Obviously each object has its use, but I think a Point would be good for general use.

The problem with using other shapes for something as specific as an enemy spawn point is that the coordinates are fairly ambiguous. Where in a square is the origin? Top left? Bottom left? Center? It's not immediately obvious. A simple point would be extremely obvious and you don't need to deal with any other data that you don;t need such as size or radius.

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Seanba Jul 28, 2016

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I think point objects could serve an important purpose and I think it's been brought up before and is on Bjorn's list of things to get to.

But two quick points:

  1. The other shape types are not only useful, but essential. I couldn't have made Tiled2Unity without them. Rectangles and Polygons for collisions or triggers, polylines for path segments and one-way platforms, and the Tile Object for decorating a map with sprite data (i.e. representing where a sprite would be spawned in the map), etc..
  2. A circle object is unambiguous at representing a point in space. (Although I agree a point would better serve this purpose.)
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Seanba commented Jul 28, 2016

I think point objects could serve an important purpose and I think it's been brought up before and is on Bjorn's list of things to get to.

But two quick points:

  1. The other shape types are not only useful, but essential. I couldn't have made Tiled2Unity without them. Rectangles and Polygons for collisions or triggers, polylines for path segments and one-way platforms, and the Tile Object for decorating a map with sprite data (i.e. representing where a sprite would be spawned in the map), etc..
  2. A circle object is unambiguous at representing a point in space. (Although I agree a point would better serve this purpose.)
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karai17 Jul 28, 2016

For certain game types, the objects can be useful. For most, I think they aren't. But that's besides the point (pun extremely intended). What is important here is that a Point object is super useful and should totally be added.

karai17 commented Jul 28, 2016

For certain game types, the objects can be useful. For most, I think they aren't. But that's besides the point (pun extremely intended). What is important here is that a Point object is super useful and should totally be added.

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Seanba Jul 28, 2016

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For certain game types, the objects can be useful. For most, I think they aren't.

I can't imagine a game of any complexity not having shape primitives as first class data types. Whatever game you currently have plans for making the time will come that you need one of these object types for a collision or trigger volume, or for pathfinding, or any number of features.

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Seanba commented Jul 28, 2016

For certain game types, the objects can be useful. For most, I think they aren't.

I can't imagine a game of any complexity not having shape primitives as first class data types. Whatever game you currently have plans for making the time will come that you need one of these object types for a collision or trigger volume, or for pathfinding, or any number of features.

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kheftel Jul 28, 2016

Just use a circle of a certain size and use its center to represent the point, or a one-tile square and take its center (what I currently do). That way you can actually see and manipulate your point objects as you design the level.

kheftel commented Jul 28, 2016

Just use a circle of a certain size and use its center to represent the point, or a one-tile square and take its center (what I currently do). That way you can actually see and manipulate your point objects as you design the level.

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karai17 Jul 28, 2016

Neither of those options are really acceptable. A point is a very basic and
useful primitive to have.


Landon Manning
lmanning17@gmail.com

On 28 July 2016 at 14:04, Kawika Heftel notifications@github.com wrote:

Just use a circle of a certain size and use its center to represent the
point, or a one-tile square and take its center (what I currently do). That
way you can actually see and manipulate your point objects as you design
the level.


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karai17 commented Jul 28, 2016

Neither of those options are really acceptable. A point is a very basic and
useful primitive to have.


Landon Manning
lmanning17@gmail.com

On 28 July 2016 at 14:04, Kawika Heftel notifications@github.com wrote:

Just use a circle of a certain size and use its center to represent the
point, or a one-tile square and take its center (what I currently do). That
way you can actually see and manipulate your point objects as you design
the level.


You are receiving this because you authored the thread.
Reply to this email directly, view it on GitHub
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https://github.com/notifications/unsubscribe-auth/AAkB_FXh6XQ02O6iy25IqDGjagxnFyltks5qaOEfgaJpZM4JW7L3
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Seanba Jul 28, 2016

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While I agree a point primitive is useful a circle, most certainly, is acceptable. Good luck making your game.

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Seanba commented Jul 28, 2016

While I agree a point primitive is useful a circle, most certainly, is acceptable. Good luck making your game.

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bjorn Jul 28, 2016

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Guys, I agree Tiled could use an explicit point object, but it's also true that it already offers plenty of alternatives, which is why it hasn't been a priority.

Actually the biggest reason I see for having such an object, is that all the other objects are resizable. It is annoying to avoid hitting one of the 9 resize handles for objects that just mark a location (you could hold Alt (move) to avoid them, but it would be better if the handles weren't there at all).

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bjorn commented Jul 28, 2016

Guys, I agree Tiled could use an explicit point object, but it's also true that it already offers plenty of alternatives, which is why it hasn't been a priority.

Actually the biggest reason I see for having such an object, is that all the other objects are resizable. It is annoying to avoid hitting one of the 9 resize handles for objects that just mark a location (you could hold Alt (move) to avoid them, but it would be better if the handles weren't there at all).

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agersant Oct 22, 2017

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I'm going to take a stab at implementing this. I'm hoping it shouldn't be too hard because I can look at the existing shapes for the general idea.

EDIT: Started work here: https://github.com/agersant/tiled/tree/point-object

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agersant commented Oct 22, 2017

I'm going to take a stab at implementing this. I'm hoping it shouldn't be too hard because I can look at the existing shapes for the general idea.

EDIT: Started work here: https://github.com/agersant/tiled/tree/point-object

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bjorn Oct 23, 2017

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@agersant That looks like a great start! Please don't hesitate to open a pull request early on so I can already give some feedback on the code.

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bjorn commented Oct 23, 2017

@agersant That looks like a great start! Please don't hesitate to open a pull request early on so I can already give some feedback on the code.

@bjorn bjorn closed this in e3df8e0 Oct 31, 2017

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