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Ported from the one in UTMTCE, though I have made a few tweaks to it here.
In GameMaker, tile flipping/mirroring is done before rotation.
i uhhh... accidentally added its implentation in a previous commit. split failed
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Download the artifacts for this pull request here: GUI:
CLI: |
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At least on the surface, this looks really good. We'll have to give this some good testing, although I'm not sure if the UTMTCE version of it has been battle-tested already. |
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That's really good! I'll be merging this on my branch. Since you are porting this from CE, I wanted to ask - did you make this entirely or were others involved? I want to credit the right people. |
I made this feature entirely. |
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Dont want it in this PR, just asking out of curiosity: how doable would it be to port that system to gms1 games? Currently the workflow there isnt that great either because Tiles there are really just fancy objects. |
due to tiles being more like instances there, i think it would be better to implement a more gms1-like workflow for them, directly in the room editor (for gms2 tiles, the room editor rerenders the whole tile layer on every change, which is mostly the reason why the tile editor is in a separate window, alongside some possible ux issues from accidentally clicking a tile layer and entering the tile edit mode) |
colinator27
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Tested it myself on some basic cases, and it worked like a charm! Really impressive work here.
I just resolved the merge conflicts (by merging master into this PR), and I also disabled the platform compatibility warnings.
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Sidenote: If there's any code formatting changes we want to make to this, they're probably low priority since this is such an isolated part of the codebase, but future PRs are free to handle that. |
Description
This PR ports over UTMTCE's tile editor for GMS2 tile layers. I tried to split it into a few commits.
Usage
Select a tile from the right side (or pick using middleclick/Alt+click) to begin drawing. There are a variety of features to make drawing easier, like a preview of the room behind your tiles, using larger areas as a tile brush and filling areas (but no autotiling).
Caveats
I'm quite inexperienced in writing complex C# UIs, so I'm again not sure if the code quality is the best, mainly the stuff related to interacting with the XAML (like the RefreshBrush hack).
Notes
The tile editor has a custom-made tile drawing system so that it only needs to redraw edited tiles, this could probably be split off sometime.