diff --git a/tutorials/2d/using_tilemaps.rst b/tutorials/2d/using_tilemaps.rst index 041282b6a..f612029e4 100644 --- a/tutorials/2d/using_tilemaps.rst +++ b/tutorials/2d/using_tilemaps.rst @@ -7,8 +7,8 @@ Introduction ------------ Tilemaps are a simple and quick way to make 2D game levels. Basically, -you start with bunch of reference tiles (or pieces) that can be put in a -grid, as many times each as desired: +you start with bunch of reference tiles (or pieces) that can be put on a +grid, as many times each as desired - think of it like a map editor: .. image:: img/tilemap.png @@ -19,14 +19,16 @@ Making a tileset ---------------- To begin, a tileset needs to be made. Here are some tiles for it. -They are all in the same image because artists will often prefer this. +They are all in the same image for optimization reasons. +There are so-called *texture packers* that will generate these spritesheets +out of your separate texture files. Having them as separate images also works. .. image:: img/tileset.png -Create a new project and move the above png image into the directory. Next -go into the image settings and turn off ``Filter``, keeping it on will cause -issues later. +Create a new project and move the above PNG image into the directory. Next +go into the image's import settings and turn off ``Filter``, keeping it on will cause +issues later. ``Mipmaps`` should already be disabled, if not, disable this too. We will be creating a :ref:`TileSet ` resource. While this resource exports properties, it's pretty difficult @@ -42,9 +44,10 @@ it from a specially-crafted scene! TileSet scene ------------- -Create a new scene with a regular node or node2d as root. For each tile, -add a sprite as a child. Since tiles here are 50x50, you should turn on the grid -(``G`` key) and enable snap. Moving tiles with the mouse might still be a innacurate +Create a new scene with a regular Node or Node2D as root. For each tile you want to define, +add a sprite node as a child. Since tiles here are 50x50, you should turn on the grid +(``View -> Show Grid`` or ``G`` key) and enable snap (``Use Snap`` icon or ``S`` key). +Moving tiles with the mouse might still be a innacurate so use your arrow keys as well. If more than one tile is present in the source image, make sure to use @@ -171,11 +174,10 @@ works. So, to avoid this situation, there are a few workarounds. Try the one that looks better for you: -- Disable filtering for either the tileset texture or the entire image - loader (see the :ref:`doc_import_images` asset pipeline tutorial). -- Enable pixel snap (set: "Scene > Project Settings > - Display/use_2d_pixel_snap" to true). +- Disable filtering and mipmaps for either the tileset texture or all tile textures if using separate images (see the :ref:`doc_import_images` asset pipeline tutorial). +- Enable pixel snap (Set ``Project > Project Settings > + Rendering > Quality > 2d > Use Pixel Snap`` to true, you can also just search for ``Pixel Snap``). - Viewport Scaling can often help with shrinking the map (see the - :ref:`doc_viewports` tutorial). -- Use a single image for each tile. This will remove all artifacts, but - can be more cumbersome to implement. + :ref:`doc_viewports` tutorial). Simply adding a camera, setting it to ``Current`` and playing around with it's ``Zoom`` may be a good starting point. +- You can use a single, separate image for each tile. This will remove all artifacts, but + can be more cumbersome to implement and is less optimized.