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.?
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.
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.
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 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?
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