#I need some help finding a better way to implement my game mechanic which heavily involves tiles

3 messages · Page 1 of 1 (latest)

potent heath
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Ahoy there. So I am making a game with a mechanic where you can swap tiles to the other side of the screen. There's a video of an early build down below to let you understand the idea better.
What I'm doing right now is using a TileMap where each tile is one pixel. Then I get every tile between the start of the dragging position and where the mouse dragging ends. After that, I get the cell value of the tiles, and set the value to whatever the negative y tiles' cell value is. Obviously though, this is less than ideal as having tiles be single pixels causes performance issues with large platforms and it's a big pain to make any sort of platform. So I need a better way to do this. I have very little idea though...

dire swan
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This looks tricky, and will probably need specialised mesh generation in which you do 2D boolean operations to copy parts of textured tile quads into new meshes.

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You might not be able to use tilemaps for this.