autotile translator v2.0.exe


Since I added the animated tiles, I've been working on updating the autotile translator so that it can easily work with animated autotiles as well. And, since I was adding stuff anyway, I also added several new features. 

Firstly rather than selecting a tile type, you now choose a tile format and a movement ruleset. Tile formats available are 2x2 (vx/mv-style walls), 2x3 (vx/mv-style floors), 3x3 (xp-style walls) and 3x4 (xp-style floors.  Movement rulesets available are allowed (free movement), blocked (no movement), bounded (no movement past the edge of the autotile, useful for cliffs) or center only (only allows movement on tiles without any edge pieces, useful for walled areas).

Output is now done in a sensible order, rather than the previous order of alphabetized-if-you-write-a-binary-expression-of-the-wang-set-state-in-reverse. This should make it much easier to find individual tiles from your tileset. However, this means that output created by the autotile translator 2.0 is not in the same order as the output created by 1.0. So if you use output from 2.0 to overwrite output from 1.0, the tiles on your maps will come out with the wrong wang mapping. 

Save files now actually contain the image data for the autotiles, rather than only keeping track of the file path for the autotile files. So, the saves will no longer break if you move or delete the original image file. However, this means that save files created for the autotile translator 1.0 are not compatible with 2.0.

I will be updating the tutorial for the autotile translator next week, as well as making some less dramatic changes to the sprite collection editor. 

Files

autotile translator v2.0.exe 10 MB
Nov 15, 2020

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