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Adam's Lair Forum • View topic - Duality Development Report

Adam's Lair Forum

game development and casual madness
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PostPosted: 2016/07/09, 15:41 
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PostPosted: 2016/07/17, 14:58 
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Allright, time for the second attempt :D

In the past two days, I have implemented a tilemap setup dialog, as well as various other usability improvements for the tilemaps plugin, which should hopefully make the first 30 minutes a lot more enjoyable. There is also a quick that leads you through your first setup.

After this iteration, I have a bit of hope that we're slowly getting into release territory, but I do want to iron out the most glaring usability issues that might remain. Let me know what you think ^^


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PostPosted: 2016/07/24, 11:54 
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PostPosted: 2016/08/07, 19:58 
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Unlike planned, I'm working a bit more on the Tilemaps plugin, more specifically: AutoTile support. If you've worked with RpgMaker, you already know what's up. If you've worked with Tiled, it's a bit similar to its Terrains feature, but it feels less "bulky" because AutoTiles won't build matching tiles around your tool, but modify the drawn tile itself to match its surroundings.

Anyway, most of the algorithm and editor stuff is still to do, but I've worked out some of the core infrastructure and extended the Tileset editor so you're able to specify AutoTile information:



Unlike the RpgMaker approach, where most of the magic happens behind the scenes, you get to specify explicitly what your tileset has to offer, i.e. each tile's role in a certain AutoTile. The core will later use this information to generate all the missing pieces automatically - regardless of the AutoTile layout or type you're using. Overall, it's a little bit less "plug and play", but it offers a lot more freedom with regard to different tileset styles.


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PostPosted: 2016/08/28, 15:01 
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Finally got around to finishing up the first (and biggest) part of AutoTile support: Specifying AutoTile info, transforming it when compiling a Tileset and then using it for mapping, as well as serializing and deserializing it in a reliable way.

The below example uses a testing tileset where all 47 tile permutations are defined in the tileset, so the AutoTile supports any tile neighbourhood that is possible to map.



And in this second one, I'm simply using the mage city tileset of the sample package. As you can see, not all connectivity states are properly mapped, because there is no matching tile specified for all situations and in the current implementation, . However, the existing tiles will still be used as fallbacks where possible.



You can now use AutoTiles, just update the Tilemaps Core and Editor packages to the most recent version and specify the required AutoTile information in your tilesets.


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