Suggestion: Tile Rotating Capabilities

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Smear-Gel
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Post » 11 Dec 2012, 22:16

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.

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Mari0Maker
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Post » 11 Dec 2012, 22:48

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

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Mr.Q.Marx?
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Post » 11 Dec 2012, 23:12

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
Interaction with those tiles would be the same. Maurice doesn't want to re-write the physics just for slopes.
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.

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BobTheLawyer
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Post » 11 Dec 2012, 23:24

Mari0Maker wrote: somthing like 25 degrees.
Someone needs to retake geometry.
Mr.Q.Marx? wrote:it would probably make the map unreadable to other versions.
It would, but SE is already supposed to not run 1.6 maps... More changes won't hurt.

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Smear-Gel
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Post » 11 Dec 2012, 23:45

I think rotation of 90 (and maybe 45) degrees should be enough.

Camewel
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Post » 12 Dec 2012, 00:04

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.

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TripleXero
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Post » 12 Dec 2012, 00:12

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

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Smear-Gel
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Post » 12 Dec 2012, 00:44

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.

Maurice
Stabyourself.net
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Post » 12 Dec 2012, 11:01

Slopes won't be in SE and rotating tiles by 90° seems rather trivial for the amount of added usage confusion and map format obscurity required.

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Smear-Gel
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Post » 12 Dec 2012, 15:53

Maurice wrote:Slopes won't be in SE
Oh poo. Oh well.
Maurice wrote:and rotating tiles by 90° seems rather trivial for the amount of added usage confusion and map format obscurity required.

Yeah, I guess that is understandable.

Camewel
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Post » 12 Dec 2012, 16:39

Maurice wrote:Basically what I said with less words
I'm glad Maurice mode still works.

Franpa
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Post » 12 Dec 2012, 21:17

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?

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Smear-Gel
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Post » 12 Dec 2012, 22:49

Camewel wrote:
Maurice wrote:Basically what I said with less words
I'm glad Maurice mode still works.


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.

Maurice
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Post » 13 Dec 2012, 11:52

Middle click selects the tile you're currently hovering over.

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Smear-Gel
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Post » 13 Dec 2012, 12:51

That seems obvious now that you say it

Franpa
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Post » 14 Dec 2012, 02:13

Maurice wrote:Middle click selects the tile you're currently hovering over.
Oh true, sorry. It's just been a long while since I touched the program :/

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