What are your current plans/progress for in-editor autotiling if any?

I’ve enjoyed the built-in tilemap editor for quite some time and I recall the update log mentioning at some point it would be built upon.

What are the team’s current plans or progress on auto-tiling? It’s a bit tedious to manually select and click to paint with no tools other than paint and erase, especially with no hotkeys either.

I know it’s possible to simulate auto-tiling with events placing down objects but those eat up performance pretty quickly compared to the fast built-in tilemaps we have now. Tiled seems too old to use comfortably, and LDtk does not support in-engine collisions, and manually placing said collisions as sprites is pretty tedious.
(Also curious about bucket and line tools, along with if you’ve ever considered sloped tile collisions.)

Thank you for your hard work!

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There’s a paid extension for it by VegeTato. I don’t know if there’s any plans to include it for free or build it into the editor.

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If I purchased it would it be possible to implement this in game and then make a button that saves the whole thing as a .json, put that .json in the game files, and then at the beginning of a scene (in a level in a platformer or RPG) load that .json from the games files into the scene for people to play?
In simpler words, use this as an editor scene for devs to create and save, then be able to load as levels for the players.

You would have to ask the creator for specifics. There’s a thread for it here that would notify him

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Tiles connect in runtime
Meaning if one tile is next to another tile they auto connect
Hence AUTO TILE name

Be aware this extension is to be used in game not in editor
So it won’t add functionality to your game that would allow you to paint stuff
It just add auto connecting feature to adjacent objects of same type

You only need to save locations of your object and then load them
It have nothing to do with extension

You are interested in save all

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Just to touch on this original question, there are no announced plans for autotiling for building tilemaps.

If you were wanting an easier painting experience you are probably going to have to use the external tilemap object and using LDtk for your tilemap creation. It has a visual rule based autotiling system. As you mentioned you will have to add collisions in engine, but for the most part that is significantly faster than manually building your map, because you can just have a single sprite object that you add as many times as you want and place/stretch/rotate as needed. You would definitely not have one sprite per map tile.

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Hi there! (sorry to reply to this rather old thread)
I don’t understand something though : there is an object called
image
I remember I used it a few years back, doesn’t it work anymore? I should think it still does! So normally, you wouldn’t need to add a collision sprite, would you?

I don’t understand the question.

External tilemaps are still in the engine, and still work fine… If you wish to use a built in collision setup (from Tiled, LDTK doesn’t support collision), you have to add it via a tilemap collision object in GDevelop using the same tilemap file.

Support for tilemap-based collisions using External Tilemaps was adding much later after External Tilemap support was added, and requires the separate gdevelop object.

No, I’m sorry, there was no question and my comment wasn’t so clear. I was under the impression that the only solution suggested to the OP to solve the collision problem when using an external tilemap editor was to use a sprite and apply it where the ground was supposed to be on the map. I thought about the very practical External Tilemap Collision mask and I was wondering why nobody in the thread mentionned it. But maybe it has drawbacks I’m not aware of!

The OP was asking about Autotiling, which you can do in LDTK but cannot do live in-game via game logic natively, and I don’t know of any current plans for supporting it.

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