#Using the Tilemap Editor at runtime?

5 messages · Page 1 of 1 (latest)

rigid stag
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Hey all! I'm using Godot 4.3 to make a RPG that uses tilemaps via the TilemapLayer and I'm in the process of creating an 'in-game' editor that allows us to place events , place names, change and save the game maps and so on.

Right now, I have to edit these tilemaps in the Godot Editor, but I'd love to be able to have access to this tilemap editor when the game is actually running.
Since Godot itself is a program made in Godot (go figure that one!) and is running the tilemap editor, I figure it must be possible to edit the TileMapLayer , replace tiles and so on at runtime to edit the maps?

Anyone got any ideas about how I might go about this?

Thanks!

pine pilot
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Honestly im really not an expert, but it sounds to me like you'll have to implement some sort of file/resource that will store information about the levels. Then you can make some UI layer that can manipulate the data inside that resource. The actual level will be updated from that resource and it will create the effect your'e looking for. I'm sure there is a simpler way, it's just the first thing that came to mind since I dont think you can easily manipulate tilemaps at runtime. Super cool idea anyways! Would love to see it if it comes through.

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Just checked your bio, didnt realize I was talking to a legend. I bow in humility.

keen wedge
rigid stag