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Improve tileset editor of godot 4.x #7177
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Why is the ID even editable if modifying it loses the work? |
You mean the view should always reset to origin or it should be remembered per source (tileset)?
You can assign a texture in Configuration tab. Also godotengine/godot#77962 improved the labels, so I think this problem might be solved.
You can find sorting options here: EDIT: |
That's how you prefer. Maybe it's better to remember the position for each tileset.
I like the new wording in this proposal godotengine/godot#77962 but the thing is that the feature is not correct if you don't drag n drop and use the + button --> You don't see how to link a texture once you've clicked on the +.
Well, I didn't write correctly what I meant. What's happening here is that you can sort tileset with names or ID. So, when you see that intuitively you can change ID to sort your tileset, you playing with it. That's what happened for me. And THEN, you realize that all your tiles are missing. Good luck to find all the initial ID of all your tilesets when you have 10 for example. I tried to go back with ctrl + Z, but it wasn't enough to recover 2 hours of work. |
also don't forget how adding collisions work currently making colliders which are quite big is verry hard due to how small the interface is (unless you have a big monitor) and also how does the one way collision in tiles work, I just can't figure it out which direction does it collides in is that direction editable also when trying to create collisions for a tile with some parts invisible while trying to make a grid based is extremely hard there is only 1 pixel snapping how do i know if i have went over the tile size in the collider |
This is an excellent UX proposal. I generally support all the suggestions. Thanks for taking the time to write a detailed proposal like this, with suggestions that can be added in incremental changes! If you have more problems and suggestions for the tilemap side, a similar proposal would be much appreciated. |
If you mean you have to set back the original ID, then again, why it's editable in first place? If you mean you can change tiles' source, then it should be auto-done |
It can't be done directly with the +, because there are other source types than texture (for now only scenes). Two options I can think of is to automatically switching to Configuration tab (so the texture field is visible) or showing File Dialog right after you select Atlas Source.
You could try looking into the tscn file, but yeah, it's rather tedious. I think the ID field can be hidden. It's an advanced feature and not really useful.
The sources would need an additional, internal value just for the purpose of sorting. But it's doable I guess.
It's fixed on up direction.
I'd suggest making feedback based on the 4.1 version, as the tile editor has improved a bit. There are more improvements coming in 4.2. |
For me:
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Hi, thanks to everyone for your answers (I won't answer to everything for the while, since my points have been made) But here are some comments :
@KoBeWi for the record, I'm now using 4.1, and about the boundaries, it is worse now : we don't have the arrows anymore to place the center. Another thing that should be mentioned is that editing the boundaries is a bit weird, since you have to move the boundaries to the second next tile to update the boundaries, whereas I think you should make it like this : boundaries are updated once the cursor has been moved to the adjacent tile, and not the one after. I should share a gif maybe to explain more clearly ? EDIT : Here's a video of delimiting the boundaries Another weird stuff is that
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Oh, this is a bug 👀 EDIT: |
I'll do another proposal for the tilemap, but I think I have less feedback (but still some :) ) |
Ah, like, open a file selector to set the texture right away ? I guess that's a good idea!
Yeah, making it more discoverable would be great, but as always, it is difficult to do. Usually, you would have a dedicated tool to do the same thing and you would use the tool's button tooltip to indicate the shortcut exists, but that's some work and require yet another mode or "subtool". But any idea welcome I guess.
Maybe the boundaries could snap to the closest boundary, if that's more expected. But theoretically, the cursor should be updated to a a "resize" shape at least, that should be a good starting point.
This is expected, deleting a tile could lead to loss of data so I prefer that users purposefully delete the tiles manually.
Yeah, that could be improved so that the tile takes as much space as possible according the dragged rect, not try to fit it exactly. That's some work but it should be doable. |
Yep
Yep, exactly. As I told you, using ctrl + maj activates the square tool when the pen is selected, and when you release the keys, it deselects it again. I think you're right : we should add another tool for "big tiles" to make it discoverable without knowing first the shortcut.
I think it's more expected like you mentionned : the closest border. Maybe it will be smoother.
I understand that. This is why I was telling that you can resize the big tile on top of existing tiles, but it will be deleted only if you release the mouse button. It doesn't erase it once you've expanded the boundaries on top of the other tiles. Instead, you just visualize in some way that if you release the mouse button, it will be deleted.
In the end, the most important part about my initial proposal number 4 "Atlas management" would be to make the feature ctrl + maj more discoverable. Even if you don't modify all the other proposal about this point 4, it will remove the main painpoint about creating big tiles according to me |
Current status:
I'm not going to touch 1. anymore, but here's my unfinished attempt if anyone is interested: KoBeWi/godot@5e8ce96 Other points are resolved (after the remaining PRs get merged at least). |
I think you did a great job! Thanks for the improvement. I must say that not everything is exactly as I was imagining it but the solutions you came up with are great. Especially the help label for creating big tiles For me, 1 and 2 are really important, but I understand that they are harder to do so it's a good first step. |
If I may suggest one more minor improvement, since it's fairly related to improving the UX of the tileset editor? Currently, all of the properties shown in the Atlas editor have "No description". However, all of these are described quite excellently in the guide on using tilesets. Perhaps those could be added in as property descriptions? I tried to do so myself, but I wasn't sure how to go about it, since I'm not used to C++ or the Godot codebase at all... (Also, sorry if this counts as hijacking the orginal proposal. I just figured it was a fairly minor addition and fit in well here.) |
This is tricky, because property descriptions are fetched from the documentation. We don't have a system for arbitrary property descriptions. |
This likely needs similar hacks to godotengine/godot#49524 or godotengine/godot#48548. |
Describe the project you are working on
2D plateformer
Describe the problem or limitation you are having in your project
Difficulty to use the new tileset/tilemap features in general in terms of UX/UI
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Here are some UX improvement for the tileset management
1. Moving one tileset applies to all the others, but it shouldn't
❌Issue : you don't see the other tileset when you switch, depending on the size of the other tileset that you moved. So, it takes time to find again the other tileset
✔️Solution proposal : apply the coordinate after the move only to one tileset, and reset the view of the other when you switch
2. The action / tab bar should be reworked in order to paint quickly tiles on the tileset
Currently, here's the tab bar :
And you have to click on "configuration" to create tiles ??
❌Issue :
✔️Solution proposal : rework the toolbar and the display of the panels
Current :
Proposal :
.
By the way, this is more or less correctly done when you select the tilemap tab
3. Improve the tilesets import
When I create a new tilemap --> New tileset --> Click on the "+" icon, I cannot add a resource to the tilsets. It create a weird thing, don't understand what it is.
❌Issue : Not clear how to import a resource to a tileset, unless someone told you that it is drag'n drop.... You want to click on "+" but then don't understand how to add a texture
✔️Solution proposal :
4. Improve the atlas management
The UX for the atlas is not great
Current creation of an atlas
Positioning the center
❌Issues :
✔️Solution proposal :
5. Managing the ID of the tileset creates bug that can erase hours of work in just a finger snap
Currently, the ID of the tilesets are showned and it's not great to have that displayed. Plus, you cannot sort the tilesets however you want and if you have the bad idea to modify the ID... you lose your work
❌Issues :
✔️Solution proposal :
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
see above
If this enhancement will not be used often, can it be worked around with a few lines of script?
nope
Is there a reason why this should be core and not an add-on in the asset library?
you know why ;)
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