![]() ![]() it came down to wanting to place buildings.ĮDIT → You'll have to click on the TITLE of the Video Thumbnail to watch at the Native Resolution that I rendered this in. I hope this made sense.Here is a link to a video outside of steam as my previous added steam content/video was not displaying in 21:9 For example, even if you set the tile size to 8x8, it may be very helpful if we could specify a display grid of 16x16. So, it'd be really awesome if you could add a feature where you can specify the grid size for both the map and the place where you select the tiles. Right now, in Tiled, it's really a pain to do this since it's hard to know whether we are aligned with the full grid. One way to get around this problem is to use a 1/2 tile size when creating the map so you can place 4 edge tiles in a single tile to make different shaped patches of some ground texture. I'm not sure how the data for this would be stored though. Thanks for this great program! One feature that would be great though is a built-in auto-mapping feature for creating smooth transitions between two different ground textures (similar to in rpg maker) without having to deal with specifying all the rules. ![]() (Which would paste tiles in the respectively copied layers of course) Reply Delete Still, I could make do with some sort of master-copy/paste which would take all tiles under the selected region and creates a stamp of them. ![]() Having some sort of drop-bin for such configurations for easy access and less hunting would be good here as well. For instance, if i see a configuration of tiles in an order of my liking it would be nice to be able to copy and paste (through multiple layers that is) and use that as a stamp without having to create an image containing all of the layers already stuck together. If there was one suggestion i could give, it would be an efficient way of building tiles and saving those built tiles through multiple layers as tilesets inside the editor itself. My playing around with this thing isn't for anything beyond placing tiles around, but for even just that simple of a purpose it seems to work exceptionally. Of course, if implemented, the same sort of snapping rules should also be applied to resizing as well, since it suffers from the same limitations. As I said, no-snapping is nice, but it's impossible to line up objects without manually entering coord/size for every object in that mode. For example a 32 pixel tile (on a tile layer) could have snapping set to 8 pixels (for object layers) so that you line objects easily with BOTH tile and objects without being stuck at 32 pixels all the time. I would suggest keeping the snapping to tile as the default for tile layers but allow snapping to be customized for object layer (or even just defaulting it to 1/2 or 1/4 the tile size would make it alot more flexible). It is either snap to tile or no snap at all (and no snap at all makes lining up objects *very* time consuming when you have alot of them). Tile snap is useful for tile layers, but far too limited for object layers. Your contributions are also welcome!įollow Tiled on Google+ to hear about interesting news related to Tiled, or share your Tiled-related story. Install a daily build or compile Tiled from master to try them out. Recently support for image layers was added and the bucket fill tool can now do random fills. Meanwhile, new features are being added for the next feature release. Updated Italian and Hebrew translations (by Gornova and Tamir Atias).Changed the license of libtiled-java from LGPL to BSD. ![]() Fixed object type getting erased on pressing Enter.Fixed crash in automapping when dealing with broken rule files (by Stefan Beller).Fixed automapping to work with external tilesets (by Stefan Beller).Fixed stamp tool not to miss tiles when drawing fast (by Stefan Beller).Fixed issues when using quickstamps in combination with the fill tool.Fixed zoom sensitivity for finer-resolution mouse wheels.Fixed crash that could happen when painting with a pasted stamp.Added MacOS X Lion full screen support (by Vsevolod Klementjev).Thanks to all who contributed, and also thanks to Jeff Bland for updating the Mac release! Also noteworthy is the improved support for mice with fine-resolution wheels like the Magic Mouse. Upgrading is highly recommended since there was a crash related to pasting. The 0.8 branch had slowly been accumilating fixes and translation updates that made it worth to release Tiled Qt 0.8.1. ![]()
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