Tilemap opacity

Feature Request: Actions and Conditions for Manipulating Tile Opacity and Hue in Tilemap

I would like to request the inclusion of a new feature in the Tilemap object that would allow greater flexibility and control over the visual properties of tiles. Specifically, I suggest adding actions and conditions to change and check both the opacity and hue of individual tiles within the Tilemap.

Justification:

  1. Changing Tile Opacity:
    The ability to alter the opacity of a tile during runtime would enable the creation of dynamic visual effects, such as simulating different levels of visibility, fog, or other environmental conditions that affect the player’s perception.

  2. Checking Tile Opacity:
    Checking the current opacity of a tile would allow for the development of game logic based on the visibility of elements in the Tilemap. This could be useful in stealth mechanics, where the opacity of tiles represents safe or dangerous areas.

  3. Changing Tile Hue:
    Altering the hue of tiles during runtime allows for adjusting the game’s atmosphere according to different conditions, such as time of day or emotional shifts in the environment.

  4. Checking Tile Hue:
    Verifying the hue of tiles would aid in implementing mechanics that depend on the visual appearance of tiles, allowing the game to respond contextually to changes in the environment.

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Hello! As a reminder so that this doesn’t get closed or ignored:

Per the rules from Luni here ⭐ Welcome to the User Feedback channel! , One feature request per thread.

To keep this rolling along, since the thread subject is listed as opacity: how would you see this applying? Is it opacity just at a specific tile x/y position or is it at the tileset level?

Also, I can’t find any examples of tilemap tools or engines that support opacity in that way on a tilemap, although my searching may be off. Can you provide existing examples of this done elsewhere?

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Yes, I’m referring to the opacity of a specific tile. I know it’s possible to adjust it by adding the tile with the pre-configured opacity to the atlas, but it would be much more convenient to change the opacity through actions, just like we do with other objects, such as sprites and text objects. Additionally, I noticed that it’s not possible to apply effects to the tilemap object as a whole. The option to adjust a tile’s hue could also be used to create a much more efficient lighting system than using the lighting object.

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just change it in the events

This post above is not relevant to the requests from the OP above.

The user is asking for opacity settings per tile.

The image you posted would apply to all tiles.