FrankenGraphics
New member
It would be super beneficial if there was an input mode where the user could freely type in, edit or otherwise freely select any ID for each cell on each "room" map, since the UI limits:
-tile ID:s to be even numbers.
-path ID:s to always be x0.
For normal tiles: With free type-in or the like, entering odd-numbered ID:s will give you 16-by-16 tiles derived from both (or all 4 if going on the y axis) neighboring entries with even ID:s. The format and size remains the same. So you can potentially get (not quite) x4 the amount of unique meta-tiles if you arrange them clever enough. Not all of them will be useful even with careful planning, but the ambitious user can get a lot more out of it this way while still leaving the underlying structure intact. Not quite sure how tile type settings will affect these mixed up metatiles, but we can work around whatever after finding out. I'm guessing they will either have mixed attributes, or borrow them from the lower even metatile ID depending on how it was made.
For paths: With free type-in or the like, use MistSonatas' path mod to the fullest without backdoor editing the files without the aid of instant GUI feedback. You can offset the path type behaviour on a per-cell level which would be really powerful. You could for example build paths within paths without it looking wrong (ie. avoid creating "double borders") or vary up a path border with a normal tile without making a border around it.
A quick implementation of this could be to have an input textbox anywhere in the room edit window that shows the metatileID in hexadecimals. Click to edit. Commit a change by hitting enter or click elsewhere to cancel. A shortcut key to begin entering values would help as well.
[Originally posted this in the beta subforum by mistake. sorry about that]
-tile ID:s to be even numbers.
-path ID:s to always be x0.
For normal tiles: With free type-in or the like, entering odd-numbered ID:s will give you 16-by-16 tiles derived from both (or all 4 if going on the y axis) neighboring entries with even ID:s. The format and size remains the same. So you can potentially get (not quite) x4 the amount of unique meta-tiles if you arrange them clever enough. Not all of them will be useful even with careful planning, but the ambitious user can get a lot more out of it this way while still leaving the underlying structure intact. Not quite sure how tile type settings will affect these mixed up metatiles, but we can work around whatever after finding out. I'm guessing they will either have mixed attributes, or borrow them from the lower even metatile ID depending on how it was made.
For paths: With free type-in or the like, use MistSonatas' path mod to the fullest without backdoor editing the files without the aid of instant GUI feedback. You can offset the path type behaviour on a per-cell level which would be really powerful. You could for example build paths within paths without it looking wrong (ie. avoid creating "double borders") or vary up a path border with a normal tile without making a border around it.
A quick implementation of this could be to have an input textbox anywhere in the room edit window that shows the metatileID in hexadecimals. Click to edit. Commit a change by hitting enter or click elsewhere to cancel. A shortcut key to begin entering values would help as well.
[Originally posted this in the beta subforum by mistake. sorry about that]