I’ve been using Tiled as a level editor for a Super Mario Bros clone and it’s been great to work with. I’ve been referring to Reggie (the unofficial New Super Mario Bros Wii level editor) and Mario Maker along the way, and I’ve noticed they both have interesting tile/object editing features, based around a more abstract tileset.
In Reggie, the tileset seems to be more “object” based rather than tile based. Indeed the “tilsets” are not individual 1x1 tiles, but NxM objects that are painted into the scene. When you select an “object” from the tileset and paint with it or resize an existing “instance”, it automatically tiles and repeats in a pre-defined pattern.
So it’s like a Tiled Object, but it always snapped to the course tile grid, and is rendered as a pattern tiles from the tileset image. A bit of a mix between an object layer and a tile layer. However, such “objects” do not appear to have any per-instance properties. Once an NxM rectangle of tiles has been added it can be translated and resized as a whole. I guess the final export format does not store gids, but stores a set of objects with ids that refer to object definitions that refer to actual gids.
In Super Mario Maker, when you select an “object” such as “grass” and start painting with it, the editor automatically tiles the interior with a N*M pattern fixes up the edges and corners.
Is this something the Tiled terrain brushes can be used for?
I haven’t been working on tiled games for long, so any insight into different methods and terminology would be much appreciated. Thanks.