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Madmenyo
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I have created the below tilemap in tiled and I am wondering about a good approach to "separate" these two different heights in the map. I would like to keep it tile based, so adding a object layer for collision detection is a no for me.

enter image description here

I would like the player to move from the low ground to high ground using the ladder. But as you can see, two walkable tiled adjacent to each other should not be "connected" since they are on different heights.

Since I can only add properties to the tile in the sheet and not on the map itself afaik, I cannot mark the heights on my map. So I guess I have to work with different layers for each height. Check if the layer the player currently on has a tile or something, if that is even possible.

The reason I do not want to use a object layer is simple. My creatures move from tile to tile and I just want to check if that tile is walkable and on the same height level. No need to test vs a rectangle or polygonal object.

What I am actually looking for is having properties per coordinate. This would make it a lot easier (pseudo code):

tileMap[x][y].floorCount;
tileMap[x][y].walkable;

instead of:

map.getLayer(player.currentLayer).layerMap[x][y].tileExists;
map.getLayer(player.currentLayer).layerMap[x][y].walkable;

or

finding out whereI simply cannot add properties to a "global" tile (tiled seems to only allow me to add properties to the playertile on the sheet which is coming from and check ifcarried over to every usage of it. This image uses that edgesame corner tile as in the above image, only this time the player is blockedallowed to cross it, or perhaps hop over it.

enter image description here

I have created the below tilemap in tiled and I am wondering about a good approach to "separate" these two different heights in the map. I would like to keep it tile based, so adding a object layer for collision detection is a no for me.

enter image description here

I would like the player to move from the low ground to high ground using the ladder. But as you can see, two walkable tiled adjacent to each other should not be "connected" since they are on different heights.

Since I can only add properties to the tile in the sheet and not on the map itself afaik, I cannot mark the heights on my map. So I guess I have to work with different layers for each height. Check if the layer the player currently on has a tile or something, if that is even possible.

The reason I do not want to use a object layer is simple. My creatures move from tile to tile and I just want to check if that tile is walkable and on the same height level. No need to test vs a rectangle or polygonal object.

What I am actually looking for is having properties per coordinate. This would make it a lot easier (pseudo code):

tileMap[x][y].floorCount;
tileMap[x][y].walkable;

instead of:

map.getLayer(player.currentLayer).layerMap[x][y].tileExists;
map.getLayer(player.currentLayer).layerMap[x][y].walkable;

or

finding out where the player is coming from and check if that edge is blocked.

I have created the below tilemap in tiled and I am wondering about a good approach to "separate" these two different heights in the map. I would like to keep it tile based, so adding a object layer for collision detection is a no for me.

enter image description here

I would like the player to move from the low ground to high ground using the ladder. But as you can see, two walkable tiled adjacent to each other should not be "connected" since they are on different heights.

Since I can only add properties to the tile in the sheet and not on the map itself afaik, I cannot mark the heights on my map. So I guess I have to work with different layers for each height. Check if the layer the player currently on has a tile or something, if that is even possible.

The reason I do not want to use a object layer is simple. My creatures move from tile to tile and I just want to check if that tile is walkable and on the same height level. No need to test vs a rectangle or polygonal object.

What I am actually looking for is having properties per coordinate. This would make it a lot easier (pseudo code):

tileMap[x][y].floorCount;
tileMap[x][y].walkable;

instead of:

map.getLayer(player.currentLayer).layerMap[x][y].tileExists;
map.getLayer(player.currentLayer).layerMap[x][y].walkable;

I simply cannot add properties to a "global" tile (tiled seems to only allow me to add properties to the tile on the sheet which is carried over to every usage of it. This image uses that same corner tile as in the above image, only this time the player is allowed to cross it, or perhaps hop over it.

enter image description here

added 415 characters in body
Source Link
Madmenyo
  • 2k
  • 15
  • 28

I have created the below tilemap in tiled and I am wondering about a good approach to "separate" these two different heights in the map. I would like to keep it tile based, so adding a object layer for collision detection is a no for me.

enter image description here

I would like the player to move from the low ground to high ground using the ladder. But as you can see, two walkable tiled adjacent to each other should not be "connected" since they are on different heights.

Since I can only add properties to the tile in the sheet and not on the map itself afaik, I cannot mark the heights on my map. So I guess I have to work with different layers for each height. Check if the layer the player currently on has a tile or something, if that is even possible.

The reason I do not want to use a object layer is simple. My creatures move from tile to tile and I just want to check if that tile is walkable and on the same height level. No need to test vs a rectangle or polygonal object.

What I am actually looking for is having properties per coordinate. This would make it a lot easier (pseudo code):

tileMap[x][y].floorCount;
tileMap[x][y].walkable;

instead of:

map.getLayer(player.currentLayer).layerMap[x][y].tileExists;
map.getLayer(player.currentLayer).layerMap[x][y].walkable;

or

finding out where the player is coming from and check if that edge is blocked.

I have created the below tilemap in tiled and I am wondering about a good approach to "separate" these two different heights in the map. I would like to keep it tile based, so adding a object layer for collision detection is a no for me.

enter image description here

I would like the player to move from the low ground to high ground using the ladder. But as you can see, two walkable tiled adjacent to each other should not be "connected" since they are on different heights.

Since I can only add properties to the tile in the sheet and not on the map itself afaik, I cannot mark the heights on my map. So I guess I have to work with different layers for each height. Check if the layer the player currently on has a tile or something, if that is even possible.

The reason I do not want to use a object layer is simple. My creatures move from tile to tile and I just want to check if that tile is walkable and on the same height level. No need to test vs a rectangle or polygonal object.

I have created the below tilemap in tiled and I am wondering about a good approach to "separate" these two different heights in the map. I would like to keep it tile based, so adding a object layer for collision detection is a no for me.

enter image description here

I would like the player to move from the low ground to high ground using the ladder. But as you can see, two walkable tiled adjacent to each other should not be "connected" since they are on different heights.

Since I can only add properties to the tile in the sheet and not on the map itself afaik, I cannot mark the heights on my map. So I guess I have to work with different layers for each height. Check if the layer the player currently on has a tile or something, if that is even possible.

The reason I do not want to use a object layer is simple. My creatures move from tile to tile and I just want to check if that tile is walkable and on the same height level. No need to test vs a rectangle or polygonal object.

What I am actually looking for is having properties per coordinate. This would make it a lot easier (pseudo code):

tileMap[x][y].floorCount;
tileMap[x][y].walkable;

instead of:

map.getLayer(player.currentLayer).layerMap[x][y].tileExists;
map.getLayer(player.currentLayer).layerMap[x][y].walkable;

or

finding out where the player is coming from and check if that edge is blocked.

Source Link
Madmenyo
  • 2k
  • 15
  • 28

Tiled height level collision

I have created the below tilemap in tiled and I am wondering about a good approach to "separate" these two different heights in the map. I would like to keep it tile based, so adding a object layer for collision detection is a no for me.

enter image description here

I would like the player to move from the low ground to high ground using the ladder. But as you can see, two walkable tiled adjacent to each other should not be "connected" since they are on different heights.

Since I can only add properties to the tile in the sheet and not on the map itself afaik, I cannot mark the heights on my map. So I guess I have to work with different layers for each height. Check if the layer the player currently on has a tile or something, if that is even possible.

The reason I do not want to use a object layer is simple. My creatures move from tile to tile and I just want to check if that tile is walkable and on the same height level. No need to test vs a rectangle or polygonal object.