You
expect me to explain how it works, and how it can help you? Well I don’t know!
Allow me to play with the editor for some minutes first please…
Right.
That wasn’t too hard. So Tiled allows to make multiple layers:
·
Tile
layer - like the one we just
made
·
Object
layer - put barrels, furniture, rocks,
trees, et cetera.
·
Image
layer - Put a single back (or
foreground, like clouds rolling over) image
Hey!
Seems the hybrid I was talking about earlier on, is still an option! You could
draw a complex map(floor), and put walls / solid objects on top. But, I
actually wanted to talk more about mixing multiple tile layers.
The last
3 problems in the previous article, were mainly about mixing in shadows,
thinner walls, curves, and transitions. The main problem is the almost endless
variation. Shadows on grass. Shadows on sand. Shadows on pavement, on snow, on
lava, on pig shit, and so on. But what if we just made second “shadow” layer?
Here I
made 6 different shadow tiles (forgot 1 case in the picture above, the inner
corner). Ignore the green background, that’s just for testing. The thing is, it
is half transparent. So when drawing this on a second layer that uses (opacity
or multiply) blending with the layer beneath, the shadow will work on any
underground. So that’s a pretty deal, only needing 6 shade images.
It
doesn’t make Unreal graphics, but the
shadow helps determining what is a wall and what’s not. I mean, those brown
blocks could be chocolate pavement as well, right?
The same
trick with transparency can also be used for other surfaces. The curvy path for
instance. Or a flowerbed. Or “decals” in general. Compare decals to stickers.
But instead of “Anarchy!”, it would be a crack, manhole cover, scattered junk,
road signs, and so on. Anything to spice up your map, giving it more “random”
details. And if
you can paste cracks and turds on your grass, you can paste (thinner or
non-straight) walls as well. Check this out:
Various
brush tiles to make a “thin wall” – including their own shadows. Thanks to the
use of transparency, it will blend with both grass and pavement in this case,
so that saves a bunch of images. And as you can see, this allows more arbitrary
shapes as well.
But
there is an issue with this green fence. Assuming this bush can block enemies
(while throwing them around the room), it should act as a solid collision
object. But unlike the big bad brown block we made early on, this bush doesn’t
block the entire cell. Only the middle lines. And thinking about billiards
again, the diagonal wall should bounce off objects differently due its shape.
Well, how to achieve that?
I was
positively surprised to learn that Tiled also allows to make a collision shape
for each tile. So you are not restricted to simplistic square shaped blockers.
Also glad that I gave the LibGDX map component a try. Otherwise we should have
been making editors and more advanced features like this, all ourselves. We
wanted some quick results, remember?
Didn’t
learn about all the Tiled features, just scratching the surface here. But a few
more cool things to mention are animated tiles. So you can make water waves, a
campfire, boiling lava, smoke, and even ambient effects like smoke or fog. With
some creativity, you can get pretty far. Even with a good old "simplistic" 2D engine.
I look forward to seeing what you develop with this.
ReplyDeleteMe too ;) The longer this virus stays, the better success chances, before real-life (tm) is pulling me back. The actual tutorial is already at chapter 7.x btw, so there is still quite a bit to follow.
ReplyDelete