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I made a script that might help you out. #63

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StephenLynx opened this issue Dec 30, 2020 · 2 comments
Open

I made a script that might help you out. #63

StephenLynx opened this issue Dec 30, 2020 · 2 comments

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@StephenLynx
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I noticed you don't use autotiles and I can get why: the way autotiles work in RPGM (and specially the ones from pokemon essentials) simply don't work out on godot with that one in the top right corner being divided in a different size than all others. So I made a script that scans all files in a directory and converts any autotile in that essentials format to one you can use with a 2x2 godot autotile. It is a bash script and uses imagemagick 6, dont know if IM 7 can run it.

https://drive.google.com/file/d/1y2opaQdHA-S_F1nTxsj3i-B5foHjxmUx/view?usp=sharing

So if you are up to remaking stuff with autotiles, this might help you out, I didn't look deep into uranium's autotiles, but since i read they built upon essentials, I figure a lot of their autotiles use the same format.

@inumakieu
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Thank you very much for this script.
We are currently not usingthe godot tile map editor, instead we are using Tiled, as it is way more robust.
But, we will look at your script nonetheless

@StephenLynx
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I see what you mean. Fiddling more with godot today I found it very laborious to set collisions when you are using anything but large single tile areas. Btw, I changed the script to accommodate multiple dimensions and fixed detection a bit.

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