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Tilemaps and tilesets support #25

@Nidrax

Description

@Nidrax

Is your feature request related to a problem? Please describe

One of the largest expansions in Aseprite’s capabilities was the introduction of true tilemap layers and tileset management in v1.3 including:

  • Dedicated tilemap layers with auto-generated tilesets
  • Tools to manipulate tilesets separately from sprites

From Discord message:
The main purpose is for keeping consistencies. For example, on a level design, I might want to create one tile for floor, one tile for wall. I then draw my complicated level using these tiles.

Oh wait, my floor tile is actually quite poorly drawn. Thankfully, I can just redraw one of the tile, and since every floor tile shares the same instance, it will be reflected on all floor tiles.

Next, I realized my wall tile is too boring, I want to add vines to some of the wall so I can have a "wall with vines", but I don't want to modify all of my wall tile. I can switch to a mode that allows me to modify an existing tile as a copy and modify just one of the wall tile, and only that wall got updated, because in that mode, editing existing tile will create a new tile. I can then reuse that "wall with vines"

Describe the solution you'd like

So when I'm talking about supporting, I'm talking about obviously save/load, layer mode, but also the mechanism to draw on the canvas and automatically creating new tile as well as merging tiles that have the same pixels.

Describe alternatives you've considered

No response

Additional context

https://www.aseprite.org/docs/tilemap/
aseprite/aseprite#977

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