Isometric map and tile size

:information_source: Attention Topic was automatically imported from the old Question2Answer platform.
:bust_in_silhouette: Asked By atlante
:warning: Old Version Published before Godot 3 was released.

Hello,

I don’t understand how works your isometric engine.
For example in your isometric demo 'dungeon", i can see on the two dungeon nodes : cell size 128 / 64 with Y sort.
But in the tileset.scn, the size is not the same for your objects :

The wall region Rect : 28, 220, 132, 136 so the width is 132 and the height 136.
But in nodes the with tile is 132 and height 136…

So i try to add an isometric tile from internet (bigger house) and i have a blink and prancing when i test the map and move the troll. Probably because this house takes 3 tiles in with…

So what is the best practices for create a sprite for isometric use ?

Another problem, i have tried to re-size this house directly in the tile-set with my mouse but after save and export i have not seen any change. Same with modulate (function in inspector), i pick blue color but nothing…

Thanks for advance and sorry for my English i’m french.

regards,

Morgan

I wanted to ask the same thing. It would be great to have some infos about what units are used. Also the offset values seem different to the width and height…

Can someone please clear things up?
Maybe a doc page about general units would be a great idea…

grol | 2016-03-12 01:37

It seems not all parameters of the tiles are exported in the tileset. Rotation doesn’t works too. But to what extent… I don’t know, I’m learning Godot too :slight_smile:

Zylann | 2016-03-12 02:04