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Currently my tiles are very strictly placed, there are wall tiles, and floor tiles, and they don't overlap at all.

What I want to achieve is to have my walls overlap my floors a bit.

So their inner edges doesn't have to be a stright line, but a free shape, with "transparent holes" which show the floor below. Resulting in a much better feeling.

enter image description here

My current approach is to have multiple layers. One for the floor and wall (single) tiles), and one above this, which will have the overlapping, decorative parts of the walls.

But this methods feels slow and clunky:

For one wall tile I have to place 9 tiles/tileparts to make it look nice. (the tile itself plus the neighbours).

It would be better to place just one tile which got overlapping parts

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  • \$\begingroup\$ Have you considered layering multiple tilemaps on a single grid, so your wall tiles can draw over your floor? \$\endgroup\$ – DMGregory Feb 6 at 14:30
  • \$\begingroup\$ @DMGregory that's my current approach, but I was wondering whether there is a better approach \$\endgroup\$ – Tudvari Feb 6 at 14:32
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    \$\begingroup\$ What specific drawback do you experience with your current approach, that you'd like help overcoming? ie. What would make an alternative "better" for your needs? \$\endgroup\$ – DMGregory Feb 6 at 14:34
  • \$\begingroup\$ For one a wall tile I have to place 9 tiles/tileparts to make it look nice. (the tile itself plus the neighbours). It would be better to place just one tile which got overlapping parts. \$\endgroup\$ – Tudvari Feb 6 at 14:35
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    \$\begingroup\$ Excellent. Please add that detail to your question — it will help focus answers toward solving that specific issue. \$\endgroup\$ – DMGregory Feb 6 at 14:36
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Use a set of tiles that are specific for the place where the walls meet.
enter image description here
This is an example with 8 tiles. You can make more if you need.
enter image description here
In this example you see tiles for dirt and grass and areas where the grass and the dirt meet. This image was taken from the Constract 2 Manual.

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  • \$\begingroup\$ Yeah, this is my current approach, but I was wondering whether there is a better approach or not. \$\endgroup\$ – Tudvari Feb 6 at 14:33
  • \$\begingroup\$ Better is opinion based. :) There are many other things you can do to basically simply draw a randomized curvy line on the screen like using a mesh with some wavy noise but I think you should focus 100% on the gameplay and keep things stupidly simple. No offense to you. It is just as an indie you don't have a lot of resources so minute problems like this don't deserve your time. \$\endgroup\$ – AturSams Feb 6 at 17:32

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