TileMapLayer different tiles

Godot Version

4.7

Question

Hello everyone,

I recently started making a 2D platformer game and I found these tiles online but they are not all the same size. Some tiles are 512x512 and some are 512x560. How can I implement them into my game without creating 200 different nodes?
The real problem starts when I try to create a TileMapLayer Node. The 512x512 tiles fit perfectly into the 512x512 grid of the TileMapLayer but when I try to put the 512x560 I can not align them properly due to the dimensions. The only solution I could find is having my Tile Size of the TileMapLayer set to 16x16 and the TileSet Texture Region to 16x16p so I can match the floor (512x560) with the bricks (512x512) but it creates a very laggy environment and a hard-to-paint map. Is there an alternative to this?

Thank you

The tile dimensions are:

Walls: 512x512

Stairs: 1024x716 and 512x716

Platforms: 256x560 and 512x560 and 256x162 and 512x162

For the same tilemap layer your tiles should all be the same size. Just open them in Photoshop or Gimp and adjust them.

512 by 512 is a huge tile! Why so big? Your stairs are 1024 by 716!! WTF? I think you are supposed to manipulate them in an editor to make them the size you want.

The only other choice you have, and this is quite common BTW, is different tilemap layers can use different sized tiles and lay on top of each other. So sometimes floors and walls are done on different layers. However it sounds more like your tiles just need some image manipulation to get them all the same size if you want to use them on the same tilemap layer.

Your stair tiles are nearly the same size as half a screen size. How big is your player?

Making your own tiles seems daunting at first, but it really is a rewarding and fun thing to do. You should try it. Just do some rough ones first of all, you can always pretty them up later. I am doing a project at the moment with 150 by 150 tiles, and even with those I was thinking of changing back to 64 by 64. Your file sizes must be huge, perhaps that is causing the ‘laggy’ behaviour you mentioned? Not sure but maybe.

EDIT: I just noticed this:

How can I implement them into my game without creating 200 different nodes?

A tile is not a node. Before launching into your own game from scratch, perhaps follow a few of the many online tutorials about making a platformer. Start with a simple one, an hour or two spent doing this might save you a lot of headaches in the future.

I ended up adjusting my tiles in Gimp and making them 128x128 which was the only option before the tiles got blurry. I also had to sharpen them after the scaling. Now the map works correctly, thanks a lot for your advice!!

And to answer your question regarding the nodes, I had made every png into a 2D body node with a hitbox as an alternative at first and it was a mess.

Thanks again!