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My goal here is to improve the UX of working with tiles, making it both easier to use and more powerful. tiles editor series: (you are here) Tiles editor progress report #1. Tiles editor progress report #2. Tiles editor progress report #3. Tiles editor progress report #4. Tiles editor progress report #5.
Is there any chance I can work with the collision system? The collision system might work by checking the collision between platform tiles, if one platform tile collides with the others, it will be destroyed, then create a new one Make sure the grid size is the same as the ball.
So far we have only used one sprite so my sprite bank now includes a background tile as Sprite 2 and the monster sprite as Sprite 3. Background Tiles and Beating the Sprite Limits. I use a couple of for loops, one for rows and one for columns, and repeatedly paste the tile sprite over and over. Full Demo Game Code.
Physics: Add one-way collision to tile-set/tile-map. Physics: Fix one-way-collision detection. TileMap: Fix infinite loop when trying to bucket-delete empty tiles. Debugging: Many improvements to the editor's debugger and display of complex types. Display: Add "expand" option for window stretch aspect.
Collision and navigation debugging. We added support for debugging collision shapes and navigation polygons, both in 2D and 3D, in run-time. Just select the "Visible Collision Shapes" and/or "Visible Navigation" options in the above menu to enable this.
Auto-tiling in tile maps. Auto-tiling in tile maps. Godot now supports auto-tiling in TileMap, authored by Mariano Suligoy ( MarianoGNU ) and enhanced by Damar Indra. This new implementation is based on Tiled Editor 's Terrains and is fully compatible with previous TileSets. Bullet Physics backend.
A long-standing Bullet regression has finally been fixed ( GH-56801 ), solving issues with KinematicBody collisions on edges (e.g. seen as small bumps between tiles on a GridMap). Physics: Bullet: KinematicBody compound shape collision fix ( GH-56801 ). Physics: Add fixed timestep interpolation for 3D ( GH-52846 ).
Those now come with support for attractors, collision , trails , sub-emitters and manual emission. This included adding new collision shapes, cylinder and heightmap , as well as re-implementing SoftBody nodes. You can probably build half a game with tiles alone! With that done, it was time to improve the user side of things.
The collider for my characters was intentionally scaled down just a bit, to help avoid unintended physics collisions from adjacent units. If you "confirm" on a tile where there is nothing to attack, then the selection indicator will just move back to the hero for you to try again. So far my characters are about a unit wide.
The engine should be able to render and simulate 200+ lightweight game objects -- frame-animated sprites with simple collision, no fancy physics or shaders. I can easily throw ~200 sprites (that all share the same spritesheet) on the screen with basic overlap / collision tests at 720p resolution at a steady 30 FPS. and no WASM.)
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