First of all, thank you for taking your time to look at our question! It is much appreciated!
Secondly, I feel like I should give some context. Our world is rather large (3M tiles) and I have already started working on the project a while ago.
Currently the game has chunks working and has the tiles properly instantiating. The issue however is purely on how to organize spritesheets. Now, I have not looked at the video you linked yet (I will when I have some more time) but I suspect it will be rather hard to change the game to work with tilesets instead! In addition to this, I think checking each tile will start to cause issues as the game's running. Our current system already has something for that (checks only when the player is viewing them and spits out a number).
We are also using a custom ruleset to determine what each sprite should be (8bit) and this complicates things a little more. This ruleset provides us with a number 0->255 that indicates what this tile should look like. (so our edges look nice.)
What we basically need is a setup that allows us to effectively get sprites from spritesheets OR preload all the tiles beforehand in a way that would allow us to access it using code. I'm totally unfamiliar with the way Godot handles sprites so that's really the thing causing issues here.
I've previously worked with Unity and Game Maker (1 & 2) and in both I can simply refer to a spritesheet and then set a radius. However, with Godot doing things a little different I wanted to be sure that this would be the right way to go about things. (because it feels like it isnt.)
What I'm really hoping for here is:
- Is it doable and a good idea to check spritesheets?
- Can I load in spritesheets to my tiles or should I really be using something else?
Once again, thank you for your answer!
Ps: Your English was fine, the answer provided was perfectly understandable :)