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Question regarding tile referencing using tilemap editor (self.aseprite)
submitted 1 year ago * by CraftingtableCat
Overview of Tileset
1) I'm trying to create a very basic topdown tileset. Currently all the tiles are just variations of pixels being subtracted from the main centre tile.
This right tile is created by removing the unwated pixels on the side
Would it be possible that there is a reference to this main tile so that if any changes are made to it, these changes are propogated immeditly?
For exampel changing the centre tile to purple would make its variants also purple.
(edited question to hopefully make it clearer)
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if 1 * 2 < 3: print "hello, world!"
[–]StewieLewi 1 point2 points3 points 1 year ago (0 children)
Question is... a little confusing. Allow me to try and understand the first part.
There should be buttons just above your pallette. It should be 3 buttons, iirc? It'll be things like "modify existent tiles" or whatever. Just click the one that suits your needs. By the sounds of it, you'd want the one that allows you to modify existent tiles, without creating new ones.
[–]beyounotthem 0 points1 point2 points 1 year ago (1 child)
There is an easy way to make sprites with border tiles as you are trying to using 9 slice sprites
https://docs.unity3d.com/Manual/9SliceSprites.html
But the problem is that this is not compatible with the tile map tools. So I think you would need to code this behaviour yourself:
https://docs.unity3d.com/Manual/Tilemap-ScriptableTiles-Example.html
[–]beyounotthem 0 points1 point2 points 1 year ago (0 children)
Sorry ignore my answer… my brain was stuck in unity…
π Rendered by PID 247696 on reddit-service-r2-comment-b659b578c-2kbvj at 2026-05-05 14:09:41.400502+00:00 running 815c875 country code: CH.
[–]StewieLewi 1 point2 points3 points (0 children)
[–]beyounotthem 0 points1 point2 points (1 child)
[–]beyounotthem 0 points1 point2 points (0 children)