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Nick

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A member registered Apr 01, 2018

Recent community posts

Do you know when you'll start on the character pack? I really love the style you have here and would love to include more of your assets in the game (already using both grasslands and the Cemetery packs).

How do you even make those sprites / animations? Are they all manual pixel art frames?

(1 edit)

Also - interestingly, your tiled example highlights that I have setup the diagonals incorrectly :) I shall refer to your Tiled example sets in the future. Thanks for the tip

Hi - the tricky thing with the transparency tiles is that it would require you to make 1 terrain layer per "type"; As far as i know, in GODOT, one tile cannot contain more than 1 texture - so you'd need a grass layer and a stone floor layer. This can begin to get complicated quickly.

For my project, I found it easier to have 1 "floor" layer and define the transitions as per your non-transparent textures. Then the next layer is "walls" (for "blocking" tiles) and then another for "props" (like trees, lamp posts or chests).

I tried the transparency layers approach and it became tricky with things like z-indexing and y-indexing when moving around. There is almost certainly a better solution than mine, but I found a simple "floor" layer easier to work with.

TLDR: please don't take away the predefined transition terrain sections ;) 

Not sure if its any help, but I setup some Terrain layers on the TileSite:


Then I painted them like this... 


As I understand it, you have a 3x3 grid on each cell and you paint the colours as follows:

  • The center tile defines what type of tile that one is (eg, the middle and 1 either side are yellow (Path) tiles)
  • The surrounding cells represent what tile type adjoins it... So the center + 1 up tile thats 2/3rds yellow states that is is a path tile which has path left, right, below and diagonal below left and right, but then has grass above and above left/right.

This results in rules which tells Godot how to pick a tile based on surrounding tiles.

I _think_ this is how it works - I'm still learning myself.

Directly in Godot - setup the base (terrain) layer with the tiles using Terrain Mode. Props lays (like trees) were manually places tiles.

Fantastic asset! Some really useful combinations of tiles and props. Am personally very interested in the extra characters pack mentioned above, especially 4-way animations.


Works really well with Godot 4, too.