Suggestion: Tile Rotating Capabilities
I haven't seen this suggested before, but what about the ability to rotate tiles in the level editor? That could be a pretty good idea as:
1: It would lower the amount of tiles that need to be created (like we would only need a tile of pipes facing one direction and then rotate it as we please, instead of having to get different tiles for all directions.)
2: It could make map making faster.
3: It could allow people to come up with interesting ideas map wise.
Just a suggestion. If implementing it is too much trouble, it's too late or if this has already been suggested then my bad.
1: It would lower the amount of tiles that need to be created (like we would only need a tile of pipes facing one direction and then rotate it as we please, instead of having to get different tiles for all directions.)
2: It could make map making faster.
3: It could allow people to come up with interesting ideas map wise.
Just a suggestion. If implementing it is too much trouble, it's too late or if this has already been suggested then my bad.
- Mari0Maker
- Posts: 1348
- Joined: 07 Apr 2012, 17:10
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It would be awesome if there would also be a option for this to rotate tiles and somthing like 25 degrees.
I very much like this suggestion. :D
I very much like this suggestion. :D
- Mr.Q.Marx?
- Posts: 849
- Joined: 15 May 2012, 18:35
Interaction with those tiles would be the same. Maurice doesn't want to re-write the physics just for slopes.Mari0Maker wrote:It would be awesome if there would also be a option for this to rotate tiles and somthing like 25 degrees.
I very much like this suggestion. :D
However the idea of every tile being saved with a rotation like '(90)' or '(180)' (or even '(9)' for short) would probably make sense though it would probably make the map unreadable to other versions.
Also I haven't coded much on Mari0. Much less that works so I can't tell you if that's a completely viable solution.
- BobTheLawyer
- Posts: 2232
- Joined: 01 May 2012, 21:00
Someone needs to retake geometry.Mari0Maker wrote: somthing like 25 degrees.
It would, but SE is already supposed to not run 1.6 maps... More changes won't hurt.Mr.Q.Marx? wrote:it would probably make the map unreadable to other versions.
Maurice has already said no to slopes so you can forget that one. Rotating tiles individually is easily the worst way to add slopes anyway.
Rotations of 90 degrees would add more problems that they would solve. First, how are you planning on rotating the blocks? One by one? This may be faster if you're only using one rotated block in a map, but if you're using a whole load it'd still be faster to simply make rotated tiles in the tileset.
If you're planning on doing them in bulk, you could be going for some highlight and rotate all in the selection option, but if you're using multiple separate groups of tiles to be rotated, it'd still probably be faster to rotate them in the tileset.
If you want to be able to rotate them before placing them, there's the issue of how to design that. Adding virtual buttons would bloat the relatively simple block palette, confusing new editors, where adding keybinds would just confuse people who are just trying to get their controller working. Using the left and right keys seems like a good idea, but there's no room to explain how the feature works so it'd end up being a lot of work for a secret feature that saves a bit of time.
Rotations of 90 degrees would add more problems that they would solve. First, how are you planning on rotating the blocks? One by one? This may be faster if you're only using one rotated block in a map, but if you're using a whole load it'd still be faster to simply make rotated tiles in the tileset.
If you're planning on doing them in bulk, you could be going for some highlight and rotate all in the selection option, but if you're using multiple separate groups of tiles to be rotated, it'd still probably be faster to rotate them in the tileset.
If you want to be able to rotate them before placing them, there's the issue of how to design that. Adding virtual buttons would bloat the relatively simple block palette, confusing new editors, where adding keybinds would just confuse people who are just trying to get their controller working. Using the left and right keys seems like a good idea, but there's no room to explain how the feature works so it'd end up being a lot of work for a secret feature that saves a bit of time.
- TripleXero
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- Joined: 08 Aug 2012, 00:23
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90 degrees and it's multiples would be nice, but 45 or any other rotations would either have messed up collisions or would require the major editing like Mr.Q.Marx? said
I'm getting serious mixed signals for whether slopes are in SE or not as I've seen both official confirmations and declines that slopes will be present.
Camewel does have very good points, especially the one about where the rotate option would be placed, but I personally still see the merit in rotating individual tiles vs adding rotating tiles to the tileset. That's just me though and I do understand if others don't agree with that.
Either way, that problem with the adding it to a dropdown menu or hotkey and what that would mean is still an issue.
Camewel does have very good points, especially the one about where the rotate option would be placed, but I personally still see the merit in rotating individual tiles vs adding rotating tiles to the tileset. That's just me though and I do understand if others don't agree with that.
Either way, that problem with the adding it to a dropdown menu or hotkey and what that would mean is still an issue.
The only benefit I can see to being able to rotate tiles like Smear-Gel suggested, would be reduced clutter when looking at tiles to choose from. So instead of 4 tiles (For a pipe facing left and a pipe facing right for example), you'd instead have 2 and free up 2 spots for something else.
Also for something like pipes (And similar multi-directional stuff) you could possibly use the scroll wheel to rotate blocks negating the need to open the tile selection menu and finding the correct tile. But the scroll wheel already serves a purpose, so maybe Middle Mouse Button clicks instead?
Also for something like pipes (And similar multi-directional stuff) you could possibly use the scroll wheel to rotate blocks negating the need to open the tile selection menu and finding the correct tile. But the scroll wheel already serves a purpose, so maybe Middle Mouse Button clicks instead?
Camewel wrote:I'm glad Maurice mode still works.Maurice wrote:Basically what I said with less words
I realize now that you guys were basically saying the same thing yeah.
I like that middle mouse click idea but I've pretty much accepted that the positives vs negatives means this rotating thing aint gonna happen.
Oh true, sorry. It's just been a long while since I touched the program :/Maurice wrote:Middle click selects the tile you're currently hovering over.