Godot (at least 4.3) has terrain patterns that can be stored after selecting a part of your level. If there is a way to combine a pattern to multiple terrain tile sets as well as intercepting the placement of the pattern... One could replace the tiles with tiles from other tile sets (keeping same location ID or something to make it be consistent) as well as adding tiles to the edges of the pattern (thus forming rooms instead of just blocks like in the picture)... Okay, so this is me just rambling... If I have something more useful, I will return to this ^^". In essence:
- Get general use patterns that have rules inside of it or a plugin or something that can force rules on the patterns. - Pick a tile layout that would be compatible with the general use patterns mentioned earlier.- While adding the patterns, make something grab appropriate tiles based on location whithin the tile-set, but add some randomness to elements (foliage?)added to it as well as remove their collision by disabling it or something. If I could put down terrain patterns in my game that would vary a bit every time as well as follow guidelines for tile-sets used with those patterns, I could just make areas to move around in. Though that would require more work... Because of how (for me at least) the auto-placement works (draw a square, it fills in the space based on rules affecting the tiles themselves -> Peering bit thing.) and collision works (one way or not for example or only affecting a part of the tile)... Yeah, gonna be a complicated thing... EDIT: Yes, you have to set the peering bit PER TILE... So that's fun... Not to mention drawing the collision box per tile...
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Wish there was something like this for Godot...
Tell me your idea, how should it be work? I could try to make it possible.
Okay, so this is me just rambling... If I have something more useful, I will return to this ^^".
In essence:
- Get general use patterns that have rules inside of it or a plugin or something that can force rules on the patterns.

- Pick a tile layout that would be compatible with the general use patterns mentioned earlier.- While adding the patterns, make something grab appropriate tiles based on location whithin the tile-set, but add some randomness to elements (foliage?)added to it as well as remove their collision by disabling it or something.
If I could put down terrain patterns in my game that would vary a bit every time as well as follow guidelines for tile-sets used with those patterns, I could just make areas to move around in. Though that would require more work... Because of how (for me at least) the auto-placement works (draw a square, it fills in the space based on rules affecting the tiles themselves -> Peering bit thing.) and collision works (one way or not for example or only affecting a part of the tile)... Yeah, gonna be a complicated thing... EDIT: Yes, you have to set the peering bit PER TILE... So that's fun... Not to mention drawing the collision box per tile...
Also, does this asset pack have any assets for 8x8 tiles/slopes, and similar?
Which versions of GameMaker Studio does this support?
I don't get it. The package contains only the box sprites as prefabs?
Is this a sprite sheet of greyboxes? (I tend to use Gamemaker and I am just interested in how this can help my projects)
Is there any chance you can release a demo of it or video showing the process of simple prototyping?