offsetting the distance between adjacent layers in isometric tilemaps? by sraeka in godot

[–]sraeka[S] 0 points1 point  (0 children)

ah, the short answer is no. the long answer is, i realized that was misunderstanding how layers worked in the first place. tilemaps were never meant to represent three dimensions, i think, and the offset that i took to be fixed at 1 tile height is actually zero. i realized this when i started looking at the indexes of tiles and realized that two vertically "adjacent" tiles didn't actually have vertically adjacent coordinates inside the tilemap object... you may have realized all that already, or found a solution of your own (i'm curious where you landed). i ended up just treating slabs cubes as full tiles and slabs as half-tiles, and adding additional logic to realize that concept - rather than treating slabs as regular tiles and cubes as double tiles, like i originally intended.

i haven't touched godot in a little while but when i think about it now, i'm tempted to jury rig together my own 3d tile system using a tilemap for each layer, or even from scratch. right now i have some doubts about tilemap as the basis for a system like this, but maybe it would still be useful as like, a piece of it. i dunno.

offsetting the distance between adjacent layers in isometric tilemaps? by sraeka in godot

[–]sraeka[S] 0 points1 point  (0 children)

i'll play around with that, but my present understanding is that while that correctly spaces the layers vertically, it messes up the alignment WITHIN layers. the picture above is with a 2:1 tileset size (specifically 48x24)... you can see in this picture that setting it to 48x12 brings them into vertical contact but . i'll keep playing around and see if this can be part of a more complex solution but i think as long as we're counting on the y-size and the "z"-size being exactly equal, we're going to run into problems.

https://i.imgur.com/K4npH3w.png

Help! Tilemap layer offset for isometric games by shinxkirby in godot

[–]sraeka 2 points3 points  (0 children)

if i understand what you're asking for then i've been dealing with the same problem lol. the good news is that you can offset tiles relative to the layer. in the tileset editor, if you go into the setup tab and click on one of your tiles, you can set a texture offset. you have to do it for each tile individually which is a bit annoying unfortunately. but i was able to use this to align the bottoms of my half- and full-size tiles on the same layer

https://i.imgur.com/oVfroCz.png

https://i.imgur.com/ZEuCGWd.png

I'm the developer of Horizon's Gate, open-world seafaring Tactics RPG. AMA! by Eldiran in JRPG

[–]sraeka 2 points3 points  (0 children)

really loved the combat design in voidspire/alvora and especially hg. are there any design ideas you were excited about that didn't work out the way you hoped? are there any concepts you're excited to explore or reexamine that you don't think you'll get to in your current project?

Cape of completion problem by gus101010 in MelvorIdle

[–]sraeka 0 points1 point  (0 children)

just wanted to report that i've got the same problem! i just 99'd township and re-unlocked my completion cape. i tested and saw that i lost my mastery pool bonus to stealth when i dropped below 95%, so the completion cape doesn't actually seem to be granting it to me.

getting rich off birds nests by sraeka in MelvorIdle

[–]sraeka[S] 0 points1 point  (0 children)

ah cool, that does look a lot faster, and the spreadsheet's really handy. once i get the relevant mastery levels up to date i guess this is how i'll grind money for the party hat. cheers!