Tile sets sprite sets?
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Is it possible to add another tile set with an existing one ?
And is it possible to make my own sprite set?
I only seem to be able to do these as separate images... -
@waldron said in Tile sets sprite sets?:
Is it possible to add another tile set with an existing one ?
If I understand you correctly, no, this is not possible as of the current release.
And is it possible to make my own sprite set?
Yes, when you start a new image you are asked if you want a tiled image or not - make sure you select Tiled because you cannot switch later. You can then reference your tileset from code like you would any other, or indeed add your tileset to a map as well.
I only seem to be able to do these as separate images...
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@Martin thankyou :)
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im still having trouble with this im creating tiled images yet they are set on there own and all 0.
im wanting them all in one place! say i have 4 images going from 0 1 2 3 like the sample sets
is it possible or not an option yet ? -
I'm sure it's possibe. I'm not at my Switch right now. When you create a tiled image it should ask you the tile size. Once you set that you draw your 1st image. Then you expand the image and it will expand in units of whatever tile size you specified. Then you draw your second image and so on. Once you've done that they are all in a single tile sheet but indexed as you are expecting. The only thing lacking right now to make it a bit simpler is copy and paste but that's coming.
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amazing thankyou
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@Martin When I add a new image to an existing tile set, is there a particular direction in which I should be expanding (via dragging the little gray arrows) the image to add my new tiles?
Last night I was doing an iteration process like "edit tile set -> map editor -> edit tile set -> map editor", and every time I'd go back into the map editor, the images for each item I'd already plopped down had changed, so I'd need to delete everything and re-do my map!
It wasn't that big of a deal because I'm just tinkering right now. But once I have an actual map that I value, I won't want to have to re-create it if all of the images get re-assigned.
One thing I prefer about STOS's sprite editor is that it shows the tiles in a linear order, from left-to-right, and explicitly shows you the number of each sprite-- so it's super easy to see that they aren't getting renumbered or anything, and also easy to see when you insert a new frame/tile. Whereas I find the Fuze editor, where you can expand the tile sets in any direction, to be kind of confusing; what does that do to the (hidden from view) tile numbering (which I'm pretty sure is what's tripping me up)?
Just food for thought!
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I'd need to investigate that - frankly, that sounds like another bug.
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@Martin Thanks very much! My current hypothesis is that when resizing the tiled image, the tiles within are re-numbered depending on which direction the resizing happened.
Then, the map editor says "object 0 = tile 1", "object 1 = tile 4", and so forth. "Tile 1" in my tiled image used to be a tree, but because it got renumbered, it's now a car.
If my theory is right, then perhaps the image editor could not renumber tiles upon resizing and instead just add numbers? Internally then, the tile ids would be kind of wonky (3, 4, 5, 1, 2, 3), but it's all internal anyway, so who cares.
Or, it's some other issue and my whole theory is wrong :)
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@Martin I figured this out! And yes, it's a "bug"-- or not really a bug, but just a side effect of the way the image editor is designed. Let's say you have a tiled image which looks like this:
----------------- | 1 | 2 | 3 | 4 | ----------------- | 5 | 6 | 7 | 8 | -----------------
Then you happily make a map out of these images, except... oops, forgot a graphic! Let's just expand the image to the right and add one.
--------------------- | 1 | 2 | 3 | 4 | 5 | --------------------- | 6 | 7 | 8 | 9 | | ---------------------
Now I'll just re-open my map to use the new graphic, and... any object which used the "old" tile 5 is now using my new tile 5! In fact, everything which used tiles above 5 are now shifted off by one. Objects which used tiles 1-4 are unimpacted.
Now that I understand how it works, I can easily work around it: when I create a tile set, pick an initial width-- let's say, 5 tiles-- then only expand it downwards from then on!
I'm not sure how the image editor could even be changed to make this more intuitive, other than making it more like STOS's, where it only goes on one dimension, left-to-right, and not up or down-- then only permit insertion of images to the right.
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Interesting and definitely could do with improvements. At the very least if we could copy and paste between images it might solve the problem. We'll have a look at this.