-
Notifications
You must be signed in to change notification settings - Fork 8
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
new Node tileDraw #33
Comments
I don't see what the point of this proposal is, Godot already has a tileset system thats competent, if you need more it probably should remain a plugin. |
The undo/redo isnt working 100% with the engine undo/redo, the only way i can get it working is to code a new redo/undo.
open any tileMap in godot 4, and apply these filters or change color to each tile or group of tile(s) there. ( tiles in the same layer ) |
[edit] you ve opened redot and said you would wanted to add new features to make "" game Dev easier "" .... This is has best has it gets, change tile color / add filters... Anyhow new feature easier to draw levels, any person using tiles can see changing the tile color is a great improvement... Its either that or use a drawing program instead of a tileSet. |
Then the current system should be fixed.
Its rarely worth it to add features just to add them, it create complexity the introduces bugs and maintenance burden, it needs a usecase that justifies the maintenance even aside from community consideration, I have yet to notice any mass desire for such a feature.
Not especially no, Redot seeks to measure community interest, and that interest needs usecases to justify the burden of development and maintenance. If that case can't be clearly and widely demonstrated, the whole point of the engine otherwise is to allow you to maintain such things for your needs without putting even more burden on the Redot team, Redot is not made to provide for your every usecase, no game engine is, we can't handle integrating every feature somebody wants, it needs to be measured by community interest and it shouldn't overtake a preexisting system, if you have an issue with a preexisting system, it should be fixed up, not replaced.
But at a certain point its better to use better designed and maintained tools anyway and bring them into Redot, Redot isn't intended to be an all encompassing tool, but a satiable tool for most people foremost, and if someone needs a more advanced tool, either use a dedicated solution which will do better then the engine could ever possibly do or implement your own dedicated solution. (unless a mass clamoring for the tool upgrade is made) |
I dont know of any tool that can do this... Photoshop doesnt allow to draw with tiles... Tiled doesnt allow to change the tile color or effect.
I think that in this case the burdens would be minimal. The blunt part of the plugIN are the menus and options, these are things made using the engine existing nodes... That is the reason why i though adding this node would be minimal but i could be wrong.
Ive always read requests to add an option to change the tile color, in godot and other places. Requests like this will keep poping up now and then. A google search in any tileSet editor will show some kid(s) requesting to change the tile color... I think most people have just gave up on asking for these options, or they are too afraid to ask you, because someone else always tells them its impossible.... + Plus if you would saw a request feature to change the tile color you would problably tell them to use alternative tiles, witch is a very destructive way of doing this type of things, and would cause fear in someone using it, making them move towards other ways to do it instead.
Then plugIN is fine by me, i just wanted to get it running with the engine undo/redo, so it would look better... instead of having 2 undo/redos working at the same time. I was hoping someone who already knew the engine source code could provide a solution for this i believe it could be done in 10/15min, but for me its going to take me about 1 month or weeks to get it working the right way... if ever... |
It inherently isn't, adding a feature requires maintenance, that is a burden, either we must know what it does and manage it ourselves or we have someone on our team who does, neither of which will happen with that feature as it stands right now regardless, we do not have the manpower to do so.
I've read the godot proposals issue tracker daily for a while and I've never seen it, in "other places" is irrelevant, we can't support a feature on pure theory.
Okay, that's still not a Redot problem.
Then they either don't need the feature or they don't care enough about the feature, its a lot more likely most people don't actually care, I've not seen this case widely desired and merely saying there are some people that may desire it is not good enough justification. If people need something why do people ask for all these other features that are harder to define and why do they get all this support but the same is not said of what you're referring to.
No its not, that's by definition non-destructive, like out of everything doing that would be destructive is most certainly not true.
Being a fork the expectation is that contributions for some features would also need to be done on the desires of the community's work too, and if it were just 15 minutes of work by someone who knows the engine, it would've already been done in Godot, not that I have an exact idea of even what you want with that. |
Just to simplify - Adding a feature to change the tile color in gd4.x tileSet would be a bad idea... I had to frase "new Node" in the title request " new Node tileDraw #33 " keeping things seperate with a new node, would be easly done. Of course "changeColor" would defer from a normal tileSet, and would look more like a drawing program... This allows to do more things to the image like: filters / blur / pixelatte etc... To simplify...
the layers are in an itemList ( a thing that's in the engine and i dont know how is coded )
this is were i stopped because the undo/redo gets confusing to me...
--------------//-------//--------------------
Dont try to understand the blocks of code above... But the undo works with a very simple function like this:
But for me to add this to the merge layers section ( the part were is not working 100% ) Just to put it simple an engine DEVs knows how to do it, but i dont... That is why i said it would problably take a dev about 10 to 15min to put the undo/redo in there, because this things have been made in the engine multiple times, and in much more dificult situations... [edit] my idea about this was grab whatever ( Thing ) an itemList is... And put it inside the undo/redo, and never mind the code... if the user presses CTRL + Z just revert the entire itemList to the previous itemList stored there... somewere in the redo/undo system... |
Describe the project you are working on
This is a tileSet editor Ive made for the godot editor
----///---newer version -----//-------
https://youtu.be/kgiRmHoHIX4?si=dRrOpSpIefaa6GVu
----///---old-version-video-----//-------
2024-08-29.11-22-27.mp4
the benefits are big ( PROS ).
the CONS
Describe the problem or limitation you are having in your project
Describe the feature / enhancement and how it helps to overcome the problem or limitation
This tileDraw editor, would benefit users that are making more advanced 2D games ( HOLLOW KNIGHT TYPE ).
currently a user has to change between photoshop / tiled and then engine editor, to make a level of this sort.
This node would give the user the oportunity, to make / draw the level and edit it in just on place, making the level look better, and easier to edit.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
dificult to describe in only a few words
This is a very old example of the code on gitHub
https://github.com/jonSP12/tileDraw_plugIN_test3
The code needs to be remade, but this is not a problem, i can do it very fast with my eyes closed.
The reason i havent yet remade the code is:
If this enhancement will not be used often, can it be worked around with a few lines of script?
na
Is there a reason why this should be core and not an add-on in the asset library?
It can be added has a plugIN, but making it core is not very hard the code is very basic, and easy to change based on changes made to the redot editor. Seeing this changes on the editor its the kind of things Users want.
This would put redot on the right track and going foward, since tiles in godot always seem to fail, or lead to Bans. Redot can start from the top, instead of starting from the same tileMaps clucky 3.x to 4.x negleted process that godot comes up with.
The main reason and my personal experiece, is that tileSets were always some sort of TABU in godot. Starting in 3.x, later in 4.x. Mentioning this topic is like steping into a nest of vipers...
You can see in this post in 3.x godotengine/godot#61187 i mentioned the tiles in tileAtlas were all scrambeled like a jigSaw puzzle... At the time i didnt knew how godot worked so i didnt knew how to fix the problem myself. The issue seemed to negleted by the person in charge of making tiles, then easly fixed by a user ( kleonc )
Having the tiles showen like in the image is just a very basic thing. Funny enough they only seemed to pay attention to the subject after 3 years when i was banned... This is the main problem i have with the godot engine, and why i think opening issue or even mentioning improvement is just a waste of time... the devs there dont know how to do it.
This results in excuses that dont make sense, and myself and others being tagged has "rude" or other weird labels.... A very easy insight is that we are making this things and not asking users money for this !!!
( why are the people making bad editors apps not BANNED ), its a discustion that leads to nonSense.
The text was updated successfully, but these errors were encountered: