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Issues with dividing level up into "screens" workflow #557
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Please note that, depending on your timing, there's a new "multiple worlds" feature coming in a future update (#231) which will basically allow what you're looking for: having levels grouped in separate worlds inside a single project file. |
Sure, I agree, it could be useful to just have an optional secondary grid per layers. I can add that for 0.10 :) |
Be careful if using 0.10 dev branch, it's not yet production ready (even if it's quite stable as of today). |
Thanks, that would be neat! And yes I figured it is not production ready. I'm fine with that! Since you said it will be available this month, I think I'll be okay. I probably won't be mapping much of anything until next month, I am just preparing my game to accept LDtk levels. Thanks for the warning though, I appreciate it And thanks for the work on LDtk, it's awesome and I love to use it, and now that it has entity referencing in the next stable update I will definitely be using it much much more. Closing the issue as my issues have been resolved as of the current state of dev-0.10.0 + the feature request that ended up being made is now another issue :) |
The new extra grid feature was added for 0.10, see #558 |
My game is screen-based, meaning each room is divided up into 144x144 pixel screens. Currently there is no way to add a secondary grid which displays a 144x144 grid on top of the 16x16 tile grid besides loading my own grid image.
Essentially I'd like the option to be able to see something like this:
Except obviously much prettier, evenly spaced, and so on. Just a quick mockup
I think even a "major" grid option where every X amount of grid lines they are drawn thicker or more opaque would be good, but I'd love to have a more grid-based workflow be possible
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