XaiJu
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Rainshade: Hey check this out (tile tools)

I feel like I keep making posts about this curséd tile system, so I spend half of this month tearing down the old system entirely, and replacing it with a much more streamlined system.

While tiles are divided into "floor" and "wall" tiles like before, but a lot of the depth stuff was handled automatically. This produced a metric ton of edge cases, with tiles rendering in the wrong order, lower enough for the player to clip over it, collider problems... I'd need to stop and make new work-arounds almost every single time I needed to make a new room, making development slow and stressful! I hated it! Awful!

"How-- what's the new system. What is it like" you ask me this and I will tell you: it is good. The tiles have always had 3D coordinates, but while the old system functioned by drawing on a single plane and making the tiles to fancy math to displace themselves, the new one instead allows for a tile brush to paint walls directly (up = (0,1,-1), etc).

The galaxy brain move though is the "depth anchor" function, shown as a crosshair here.

If you've used the 3D cursor in Blender, it's kinda like that! This allows setting a tile as anchor point that all other floors and walls are drawn from, even if they're not connected. It's sooo good and nice. Things are moving so much faster now. Maybe too fast. I'm going to bed now thank you 

Rainshade: Hey check this out (tile tools) Rainshade: Hey check this out (tile tools) Rainshade: Hey check this out (tile tools) Rainshade: Hey check this out (tile tools) Rainshade: Hey check this out (tile tools) Rainshade: Hey check this out (tile tools)

Comments

YO THIS LOOKS FANTASTIC!!

LeopardBunny

When the camera angle is shifted like that it kinda reminds me of DS-era Pokémon games


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