This shows 2 1 tile width stone stacks with 1 tile in-between. Let me give you a few screenshots I pulled from Starbound to show you want I mean: Lets say I have my tilemap configured for 16 x 16 tiles however the tiles I want to use are 24 x 24 leaving 4 pixels on each side "overlappping" and each tile would have some sort of order so that if a dirt tile is next to a stone tile, one of them has it overlapping area draw on top of the other tile. This is essentially what I think I want to be able to do just from my experience playing around with Starbound as that is the template I am using as least from a visual perspective. I use it for interactive elements like doors, chests, traps, Thanks for the feedback but let me expand on my overlapping tiles question. When you paint the tile, the prefab will be instantiated using the tile as sprite. Attach the component to a gameObject, create a prefab and attach the prefab to any tile. But if you need to convert a tile in a gameObject, you can use the TileObjectBehaviour component. Using colliders you can use the physics to create any fluid without any problem.Ībout blocks, I didn't understood what you mean about overlapping them. Or use the vertex painting to create your own lighting system. You can also use 3D or 2D colliders and change the collider properties as well.įor lighting, you can change the tilemap material for SpriteDiffuse to be affected by any light in the scene. The collider generation is really fast and optimal and is also made in real time creating only the minimum colliders around the areas with colliders. If you dig in the forum you can find a demo with a procedural map being generate at runtime with a good performance and a lot of posts about this. I made STME to be very fast in performance. I am definitely going to continue to prototype with the other assets however if that does not work out for me, I would be interested in hearing you thoughts if you think Super tilemap Editor would would be a good choice for this style of game (I don't want to even try it if you think it would be a bad choice). I am definitely going to continue to prototype with the other assets however if that does not work out for me, I would be interested in hearing you thoughts if you think Super tilemap Editor would would be a good choice for this style of game (I don't want to even try it if you think it would be a bad I have a question about a possible weird use case for Super Tilemap Editor and wanted to get your thoughts on it. This is pretty much a concern for any game however if I take what I think terraria max map size is, it is a little over 20 million tiles (though I might need multiple layer for background, foreground etc.) but I would think this come down to more or less doing proper culling of what gets rendered and how chunk of rendered tiles are loaded / unload but would like to hear your thoughts on this one too. Ideally there might be a different asset that I could use with this that could provide 2d fluid functional, again would like to here your thought son this one. I am not sure about this as I have never need to try lighting with any of my prototype so would be interested in your opinion on this. I prototyped a top down survival crafting game so I know this asset handle that kind of functionality pretty well. I already know with my previous prototypes of top down games that this should work the only difference being is that I would use the physics engine to be able to push the player down instead of not using it with top down games.īasically blocks are tiles however one thing I think that terraria / starbound tiles do differently is they have the option to have overlapping so not sure how I might be able to do that with Super Tilemap Editor.
Thinking about the core features that I would need / want from a tilemap manager for this game: Which seems to be the only one of its kind that is geared specific toward this kind of game I want to prototype (even though it is new in its development) however a thought just came to me that while Super Tilemap Editor seems to always be shown with a top down style of game, is there any technical reason why it would not be a good choice for a terraria / starbound style game? I am currently prototyping with this assets:
Event those this is a side scroller view, I don't think the smart platformer collider package would be that helpful for me here. One other style of game that I am looking to prototype is a terraria / starbound style side scroller sandbox game. So I original purchased this assets to prototype a number of different top down game ideas and it has worked great for that, I also tried your smart platformer collider asset to prototype some platformer-ish style games it that went fine too. I have a question about a possible weird use case for Super Tilemap Editor and wanted to get your thoughts on it.