#Creating a level editor for a breakout inspired game
1 messages · Page 1 of 1 (latest)
what does this mean? If I have
level1.tscn and I open it in the editor, I can certainly save a copy as level2.tscn and make any changes to it that I want
I can also create an inherited child of level1.tscn named level2.tscn in the editor, similarly
nothing wrong with wanting to make a level editor though! Go for it! I just want to make sure you're working on the project you want to be working on 😉
My issue is with the scenes collection itself. When I use a scenes collection, it defaults to the values I set in the editor so I'd have to create 3 different types of brick types which have 3 diff health values as opposed to just having the one scene with edited values!
are you talking about https://docs.godotengine.org/en/4.4/classes/class_tilesetscenescollectionsource.html ?
Inherits: TileSetSource< Resource< RefCounted< Object Exposes a set of scenes as tiles for a TileSet resource. Description: When placed on a TileMap, tiles from TileSetScenesCollectionSource will a...
It's true, TileSets are picky about their inputs; you gotta have a separate tile for each unique tile. Personally I think that's worth it; this is a RED 2hp brick, this is a BLUE 2hp brick, this is a RED 4hp brick, this is a BLUE 4hp brick, etc etc. If it isn't worth it to you, I see why you're trying to build a new system, but I would weigh that against just squeezing into their straightjacket, making your 100s of brick subscenes, and releasing your game on time 😄
Trueeee