I think I have a very peculiar use case, and I’m wondering if I’m using the right approach with Tiled (I’m pretty new using this tool).
Basically we use an external tool to draw game maps that are exported as .PNG files. However, from a logic perspective, the game expects maps to be “tiled”, and each tile is a 24x24 pixel cell. Our requirement is that it must be possible to set individual properties to each tile on the map (so property values are tied to their position on the map, not to the tile itself).
So far I’ve used the following approach
- Load the PNG file in an Image layer
- Have a tileset composed of just one tile (to be used as placeholder)
- Create an object layer, select “Snap To grid” and paste the tile as object in every map cell. This totally satisfies our requirement, since we can set individual properties to the objects. We then have a post processing python script that loops through the objects and create data in a format our game can read
The reason I’m writing here is that it seems an overkill to have objects as placeholders for properties, particularly because our post processing script is basically just converting the object layer in an array of properties anyway.
I’ve tried using the tile layer, but it seems I can attach properties only to the tile itself, and I can’t change the value once it has been place on the map.
So, is there any other way to adhere to my requirements without using the object layer? I’m fine if I have to, just wondering if I’m missing something obvious