-
-
Notifications
You must be signed in to change notification settings - Fork 20
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
1.2.0 breaking change out of box creating tileset (GDScript) #6
Comments
Hi, I'm sorry that you've just stumbled upon my current construction site (isometric tiles) and that I seem to have temporarily made things worse here as well. |
Interestingly your .tsx is NOT set to 'isometric'. |
Interesting! I must have missed this property as it wasn't available on creation in Tiled like it is on maps. In fact, setting the tileset back to isometric with appropriate grid dimensions creates the exact collision-box distortion in the issue description. When making this adjustment on my end to label the tileset as it should be, I notice my collision import is as desired, but the centering of the tile on the grid still exists, rather than snapping to the bottom as it used to. Updated tileset below works with tiled as expected but is still offset by half a tile vertically in godot. |
Concerning "... to label the tileset as it should be". I'm not sure that this is a strict 'should be'. I assume that it's depending weather one likes to have the automatically skewed rectangles or not. The overall map (in Tiled) seems to work both ways so I have to ensure that both ways are importable and have the absolutely same result. |
There's no rush, I'm just trying to give information that may help. For my own work, I've reverted to 1.1.2 as I can work with just that while I am still experimenting with my own project. Honestly my goal is to be able to submit PRs for issues like these, but I don't understand tilemaps in these two programs that well yet and so don't have the knowledge to learn your codebase. |
Hi, just have released v1.2.2 and hope that the issues discussed here are solved. |
Ooops! I've typed in one single sign wrong when translating from C# to GDScript (I'm developing in C#). |
I'd like to close the issue. Ok? |
I haven't had a chance to test this yet but it seems like you've identified and solved the issue. I can reopen if it doesn't work for me. |
Describe the bug
When using isometric tiles that are a different size from the grid tile (e.g. double height tiles for trees as pictured in example below)
version 1.1.2 would import the tiles with expected alignment (matching how Tiled interprets them when painting to a map)
In version 1.2.0 (and onwards) tiled imports the tileset assuming the boundary for where to place the tile is centered
This results in tiles being painted half a tile lower than expected as depicted below
Additionally, their collision physics are now completely distorted, see below for comparison:
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Tileset should import as expected, like it used to.
Desktop (please complete the following information):
Example map (zipped)
tempfarm.zip
Additional context
Add any other context about the problem here.
The text was updated successfully, but these errors were encountered: