Isometric Tile unexpected behavior

Godot Version

4.2 Stable

Question

Hello, I’m having an issue getting my tileset to appear correctly in my Isometric Scene.

As you can see, my selected ground tile, which consists of multiple tiles in the selector, does not correctly appear in the game window. It comes through as distorted. I do believe I have Y sorting enabled.

I’m pretty new to this, but I think I imported the tileset and set the alpha correctly.

I’m not familiar with proper dimensions for Iso and other small details. Any ideas what could be causing this issue?

Thank you for your time,

I see what you’re saying. The game is getting visibly complicated. I just get the stairs effect on my tiles. It shouldn’t be like that. The floor should be all flat.

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Here we go. I found it. Looks like we’re both halfway right. The texture rectangle should be 32x32. The tile shape is isometric. Tile size in the inspector is infact 32 x; 16y.

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After that you just need to create new tilesets. I used the same. But, I can move my layers higher with increasing the z index. That’s considered the air in 2D and 2D isometric games. The y indexes are up and down, x indexes are left and right. Use z for air only. Five second map.
You are right. There is an option for the y sorting. But, it triggers the edges of the current layer. It can look like a height. But, it’s not.

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Hey thanks for the response,

I solved the initial issue. My tiles were a different dimension 64x32 but I got it working.

Next I ran into

Some origin issues, but figured those out in a surprisingly easy way of just clicking on the box in the paint section of the TileSet

Now I’m pretty much set up. I had to fix the alpha set or whatever when I changed adjustments.

Now I’m heading towards layers and collisions woot woot.

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