TilemapLayer transform. Is it useful?

Godot Version

v4.6.1.stable.arch_linux [14d19694e]

Question

I recently ran into trouble using the data layers in the tilemaplayer, as the layer was inadvertently moved. I know there is a node lock in Godot to prevent this, but I have been struggling to find a ‘good’ reason for a tilemaplayer transform??

Perhaps is a similar check/warning the user receives when transforming an AnimatedSprite2d might be a good idea.?

Cheers

There are plenty of reason why would you want to transform a tile map layer.
Dual grid system for example

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I’ve glanced at tilemaps as I enjoy RPGs, Turn based strategy and I’m also a board gamer. One of my first thoughts was that I may need to rotate the hex grid 90 degrees. Transform has good uses.

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or 45 degrees if your making a game like Earthbound/Mario RPG

Plus it would be easier to grab rather than trying to select a tiny little dot in on the screen,
it annoys me a bit when it always opens the tile editor when i try to move the tilemap, not that it matters much, mind.

Thanks for the link. The Dual Grid, does appear to take advantage of a transformed layer. Good video.

Cheers

Yeah, that would be a good use for a transformed tilelayer. I also thought of another example, like a spaceship game, where the ship orientation might change relative to the player. But, I would imagine it would be easier to just transform the player and camera.

Thanks for the feedback.

Thanks for examples. From the videos of those games I could find, yes they appear to use a mixure of isometric designs (exclusively in Mario RPG SNES). Is the transform you speak of, in the making of the maps to begin with, or in game?

Cheers

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in the original games, i wanna say the tiles were made like that, but since Godot focuses on a lot of (extremely) helpful features for gamedev, I dont see why it wouldnt be a good idea, you know :slightly_smiling_face:

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