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Better collision info and object type integration? #1281
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I think it's a great idea and will definitely take this into consideration when moving the Tile Collision Editor dialog into the Tileset Editor that I'm working on in the |
oooh, +1 for not having terrain/animation in a dialog. Super excited for all the great changes, @bjorn! |
The collision editor has become very important to my workflow, since some tiles (such as corner walls) require two boxes for accurate collisions. And placing an object for every collidable tile would be too much work. It would be extremely useful to be able to display tile collision boxes on the map in Tiled. Looking forward to seeing the new tileset code. Thank you for all the hard work! |
@DanielPower Displaying tile collision boxes on the map is now implemented and available in the latest development snapshot. The main suggestion by @vortexofdoom here is to improve the tile collision editor so that you can see the collision boxes of all tiles there and quickly switch between them, possibly removing the dedicated window entirely. While I think the last thing will be rather tricky with the current setup, rendering the collision shapes on all tiles in the tileset editor is definitely something I will try to include for the next release. |
I've been getting to know this amazing tool better over the last few weeks, and am in awe of the power of the object type support now. However, I do think an improved Tile Collision editor could greatly improve it.
In addition to great suggestions like #1248, #799, and a couple others I saw but can't recall or find again atm, I think a great addition would be to make the Tile Collision Editor work more like the terrain editor. You would be able to view the entire tileset at once and see what colliders exist instead of clicking a tile to see an exact copy of that tile with collision info and then clicking back over to see a different one, etc.
I got the idea from the Tile Collision Editor loading by default with the tile at the default size and a lot of empty space. You would still create the tile collision objects on a per-tile basis, but you could freely move between them and see them all so that it's easy to tell if there's a tile you missed doing the collisions for.
The object types being applicable to the tile collision editor have the potential to be VERY powerful now for reducing redundant layers for tiles that will always work exactly the same way every time they're used, and I think that a little more ease of editing and viewing the per-tile object info along with more big picture things like making them visible and having more support for automatic type assignment would go a long way toward unleashing that power.
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