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[Prop] Tile interactions layer

Posted: 21 Feb 2009, 21:18
by Fother
Disclaimer: I have not played with Tiled too much, or properly researched this before posting, so it's likely there's some implemented function in tiled or in the game that I'm not aware of, so apologies in advance!

My proposal is for use of an interactions layer that would be used to define tile properties. This could well be some further use of the collision layer but with different identifying tiles. Basically the layer would identify if a water tile is a water surface, if wood surface is a wood surface, stone stone, or if the ground is diggable, or if something is an anchor point for some future grappling item's use.
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Here's the surfaces that are on the top of my head that might be best to define:
  • grappling (non-passable tile that's used as an anchor point for a grappling item) {frame 2}
  • Hazard (passable layers that inflict damage) {frames 3-5}
    • -1 hp per second (poison gas, shallow poison liquid, acid) {frame 3}
    • -50 hp per second (fire damage, spikes or traps) {frame 4}
    • -100 hp per second (lava or other deadly applications) {frame 5} (
  • Water/Liquid
    • Shallow (walkable, with a splashy particle effect) {frame 6}
    • Deep (only transversable when certain water walking spells or a certain status item is equipped in future development) {frame 7}
  • Solid / Non digable (mainly used for walking sound effects, or other possible effects) {frames 9,10}
    • Hollow (wood/docks, could possibly use a wood floor faint sound effect) {frame 9}
    • hard (stone/cement/brick/rock) {frame 10}
  • Soft / digable (for a shovel tool for looking for items) {frame 12}
Provided I'm not way off on any necessity for this (or there's not already something in place that does this), I'm sure there would be some other interaction frames that would be needed.

Re: [Prop] Tile interactions layer

Posted: 21 Feb 2009, 23:07
by Ces
Interesting. :) You may also look at Improvement of the collision layer system which talk about somewhat similar things (in case you haven’t seen already).

Re: [Prop] Tile interactions layer

Posted: 25 Feb 2009, 17:47
by 5t3v3
I like this idea, but there's still a problem with using tiles and/or collision layer. Namely, we would either have to use a lot of layers, or we would have a lot of restrictions if we want to combine several of these tiles at the same area. So perhaps rather then using tiles, it might be better to simply list coordinates or domains for certain functions.

Re: [Prop] Tile interactions layer

Posted: 26 Feb 2009, 17:17
by veka
I do not understand any ( i don't speak english )

but I like the idea !

Re: [Prop] Tile interactions layer

Posted: 27 Feb 2009, 16:54
by 5t3v3
Just out of curiosity, which of the ideas that you don't understand do you like? :p

Re: [Prop] Tile interactions layer

Posted: 27 Feb 2009, 17:01
by veka
I like the idea of having area that hurts the players.

I like the idea of having an effect when a player goes in the water.

But I do not understand anything else in the text :oops:

Re: [Prop] Tile interactions layer

Posted: 27 Feb 2009, 17:27
by Crush
Tiled can also define rectangular map areas with an arbitary amount of key/value property pairs. TMWServ can read these areas. It already does for map warps and monster spawns. For things like hazards, which appear rarely but can have a lot of options, areas are a much better approach because they allow customisation of amount of damage, damage element, frequency of hits etc. without using a ton of different interaction tiles.

Re: [Prop] Tile interactions layer

Posted: 27 Feb 2009, 17:59
by Jaxad0127
Crush wrote:Tiled can also define rectangular map areas with an arbitary amount of key/value property pairs. TMWServ can read these areas. It already does for map warps and monster spawns. For things like hazards, which appear rarely but can have a lot of options, areas are a much better approach because they allow customisation of amount of damage, damage element, frequency of hits etc. without using a ton of different interaction tiles.
But that isn't as usable for more spatially complicated things, like water. So expansion of the collision map for the more detailed (and tile-specific functions) might be wanted. The walkable/unwalkable water tiles would be useful. The hook points might be too. As well as ones for things like ice (slippery) and "mud" (slow walking), as these can get spatially complicated too.