11-04-2022, 03:18 AM
(11-04-2022, 12:32 AM)megamarc Wrote: Hi again!
Having a tool that isn't open source isn't a problem per se -at least for me- as long as it does what is expected to do. The problem is that the 16t format is undocumented. Yes it's a standard json, but several fields have obscure data sources:
- Layer TYPE can be 0 or 2, but I don't know their meanings,
- Tilesets have BUFFER and BUFFER_STREAMED keys with base64 encoded data. This data seems to be pixel data as there isn't any reference to external .png. But the actual format and meaning of the encoded data is unknown.
- There isn't any trace of tilemap layout. Maybe it's mixed inside the encoded base64 buffers.
According to documentation, this tool is designed to be used alongside SGDK devkit, so the author doesn't bother to document its own file format. The tool is cool, but without file format documentation I can't write a proper importer. I'll contact the author to ask for it.
Don't worry for the performance of applying palette flags at runtime, traversing a few thousands of tiles sequentially will take only a few milliseconds even on humble systems.
I already knew ldtk too, it looks cool, but reading its well documented file format, there isn't support for per-tile priority or palette -or custom property-. In this regard it's even more limited than Tiled, only h/v flip flags can be set. This is all you can put in a tile cell in ldtk:
Hi again!
Thanks for the code, it works very well. I can use the same technique for priority, mask and so on. I can store everything in one TMX. It would be even simpler to do it this way.
By the way, I hope you will have an answer from Tile16's author.