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[Suggestion] Toggle button screen to view enum markings overlaid on tiles in level editing screen

Open FaultyFunctions opened this issue 3 years ago • 2 comments
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If using enum marking on the tileset for things like collision or other metadata, a really useful feature would be to be able to toggle showing our enum markings within our levels. This would be nice to see how this metadata fits together in the bigger context of the entire level. Could be a toggle under the grid and show/hide details buttons.

Also, it would be nice if we could disable the thick outline that shows up when using the enum marking feature. I feel like it obfuscates too much of the enum visual if you are using tiles with your enums.

FaultyFunctions avatar May 28 '22 13:05 FaultyFunctions

I'd really like to see this feature too. I use a TileAttributes enum that distills down to a bit mask in my game engine. I can assign multiple enum values to a tile, which is great. However, I don't have a visual indication of which tiles have which attributes when I look at my level.

For example; with floors, I assign a "floor" enum value to the tiles that I think need it. I then export the map, convert it, and load my game and see if my player entity falls through any tiles. If it does, I note the approximate area the entity was in, open the map in LDtk and look for the tile. I then find it in the tileset and assign the missing enum and rinse and repeat.

keithclark avatar Jun 17 '22 17:06 keithclark

I had a stab at implementing this because I really needed it for my project and ended up with something useable. This is my first stab at Haxe and I'm not familiar with the codebase. I'll push the branch to my fork of the repo and open a PR to discuss the feature.

Here's a screen grab of where I ended up:

Screenshot 2022-06-18 at 13 37 10

keithclark avatar Jun 18 '22 12:06 keithclark