It’s manually JSON creating. I was thinking of UI for creation, but never went to make it - it’s a complex task. There’s Python schema validator script in utils to check the tileset you’ve made.
aleksandrbazhin
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Hi! It can not do that, it produces tilesets from files containing several tile parts (sides and corners) placed in a row. You probably need another tool for what you want to achieve. If you use Godot, you probably can do that inside the editor. Otherwise there are other tools specifically targeted at mapping, you can lookup Tiled or Ldtk map editors.
Hi! I will look into it. Are there more details? Are you a new user? Do you have some tiles already? If you do, I’ll need those to reproduce the bug. What system are you running, Windows? You can try to clean your ui cache in User/AppData/Roaming/TilePipe2 - just delete the folder and the program should return to default examples folder on the next launch. If this does not help, then I guess something is wrong with one of the tile files, but the program should not crash either - that’s certainly a bug.
You would also help me greatly if you’d send the logs folder from User/AppData/Roaming/TilePipe2
I don’t think there is such a limitation. Most examples are 16x16px even. The templates are 32x32, but they only regulate where the resulting subtiles are located on the output image.
There is setting for input tile size and for output tile size if you want to resize the tiles. The output tiles will be scaled to the output tile size, if you “Output resize” in “On”.
Thanks!
I was planning on terrains export as it also transpires to Tiled export format, but generating all the transitions would be too much. My idea was to export multilayer tileset, as it looks much simpler.
Unfortunately, I did not have time to work on the project lately. I even can not bring myself up to create a somewhat detailed video tutorial on how to TilePipe2 is supposed to be used. As soon as my life stabilizes a bit, I will return to it all.
The game is classics, the rules are simple, build a line of at least 5 balls. However it is deep as a game and unknown to many to my surprize. https://aleksandrbazhin.itch.io/lines-is-lines
Check it out and try to beat my best - 668 on hard!
Thanks!
Are you making an animated tile?
I was working on the problem you’ve mentioned in the light of animation. If I ever finish this work, there will be a switch randomization/animation, and the latter will work somewhat like you describe. However talking about Godot you don’t have to have everything on one texture, there is special AnimatedTexture resource type which works with tilesets too.
If you are going for animation, you can split your input into 4 parts and generate separate textures with a single 47-tile template. Export the first one as a Godot tile, then replace it’s texture with animated texture, created from 4 47-tile textures. It’s a bit of extra work, but it can work even now.
As for updating program, I don’t know when I will be able to get to work on it - maybe in a week, maybe in a month.
Hi, sorry, I am away for PC until the end of the week. As for your error - I surely did not update anything, it’s caused by preexisting bug. What is wrong exactly - I can not say, but something is wrong with saved settings. Deleting the file in {User}/AppData/TilePipe/ will surely fix it (for Windows). You can delete everything there. I will try to fix the program next week. The problem is surely caused by missing texture for one of the tiles you made, I fixed something similar, but this bug got through.
I still have problems with exporting Godot projects for Mac even in most recent Godot. There is no way to sign with ad hoc signature and without it MacOS does not allow to launch the exported build. You can just clone https://github.com/aleksandrbazhin/TilePIpe and run it with Godot, it is not that much harder.
As for me working on it - I actually was working on a total overhaul and release of TilPipe2, which will be more useful. The release is pretty close, but the exporter is not ready + the docs are still to be created.
Thanks for the donation and the kind words.
If you can somehow advise me on the Mac issue, I will update the build. I am not a Mac user, only have a Linux PC now.
Nice little game, reminds me one of those rhytm-based games (or flappy bird).
You probably should add controls section to the description. Another minor complain is detection precision. It always feels like the game cheating me in the small nodes. Maybe, it’s WebGL issue too.
Overall a complete game with TUTORIAL on a jam is an accomplishment.
There is not much different between sideview and top-down tilesets, I think. In the TilePipe different types are divided by symmetry.
For example the blue 255-tile from the diagonal example is fully symmetrical, so it is more of a top-down style one. You still can use tile without symmetry in top-down game, for example, if you want to show shadows. The most straightforward preset to use is Generation type: Overlay, Preset: 4 parts, symmetry - full. You can go from the example.
If you want, I can make a tutorial, sure. But I was working on a total rework of the UI, so was reluctant to do so.
Randomization is also a useful feature in TilePipe - just put some variations of your input picture in rows and the tiles will be generated randomly.