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Topic: Map Editor - As of 03/07

Really cool so far! Time saving & user friendly tools are a nice touch. big_smile

Some suggestions. I might just be missing how it works, or how to add it in the resource editor, if it it is supported.

  • For the Tile Sets, I wonder if it's possible to add variants with randomization. For instance, this ground set has 5 variants of the fill to reduce repetition. There are many floor tiles like this where they look best randomized. The same might go for the various (, <, and \ variations as well. I imagine in the long run we could use the larger resolution textures and generic alpha transition tiles with redone draw code.
    https://i.ibb.co/R47dSrf1/Capture1.pngAlternatively, or in addition, could the fill tile be larger? That might aid in reducing the repetitive look. So long as the tile is seamless, and WxH is correct multiplier. For example, the fanning cobblestone is 3x3 - 9 separate tiles. Painstaking to place it properly.
    https://i.ibb.co/GQkfjL0b/Capture6.png






  • I wasn't able to place ground object art as wall tiles. Are they meant to be placed as walls?
    https://i.ibb.co/qFP6CNCc/Capture3.png




  • Would it be workable to introduce some granularity to the X,Y,Z placement within the placement coordinates? Maybe pixel or other small set increments within a reasonable range to keep it inside the coordinates. Increasing the placement variability would let us for example place a pickaxe on a table vs floor of table. (e.g. placing the pickaxe at X=302(-16) Y=371(0) Z=0(+30) with the parentheses value being in pixels would bring it up off the ground and on the table, and slid over so it's not hanging off the table defying gravity) Having everything centered at the bottom tile often doesn't look right. Even most of the 2nd layer wall decals, or standalone decoration wall tiles.

    I suspect this is not an easy change. So, if you get to a point where you're considering new format. Along with map sizes, and other properties I hope you consider more granular placement of things.







  • The green box placing preview is nice, but it kinda overloads me visually for some reason and makes it hard to tell what size you're placing. I'd suggest having more contrast to the "bottom" preview color:
    https://i.ibb.co/TMgq5ftS/Capture5.png https://i.ibb.co/V0P1MM5L/Capture4.png

    .

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Re: Map Editor - As of 03/07

By the way, aside from grass, what other tiles do we have that have many random variants? I notice you used grass as your example smile

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Re: Map Editor - As of 03/07

I elaborated in another dev update thread.

Floor tiles, not many. There is a mixed flat stone set we use for roads/roofs, maybe a few others. Foor tiles, and just the "fill" portion were a bad example in retrospect.

I could make some more, but hadn't focused on floors in a while.

A better description of what I meant is- another category of "sets". Instead of coherently defined walls with directions, connectors, and fills, it would just be ALL fills.

You basically did it already with the grass tile, but if you extended that to more flexible definition of what the pieces are in the set. Sometimes, you just want to click here & there to place a certain kind of tree, or a patch of tress. When there are 8-64 (or more) variants, a randomizer is so valuable to utilize the mix. And also to be clear I don't mean random trees like rolling the dice for a palm tree or pine randomly  wink . I mean a specific type of art that just has a lot of variants.