I’m not quite sure how I want to transfer maps from Tiled to my game engine. I’d like to 1. use different tile sets, and 2. make it easy to add tiles to each set in the future as well.
It seems ideal in a game that you’d be able to make one tile set = one asset package that could be loaded / unloaded from memory as needed. For instance I can have a “Castle” package of 100 tiles and a “Forest” package of 80 tiles, and whatever for other locations, and if I wanted a scene that used both then I’d load both (even if a list of references persists).
But either having different packages loaded at the same time or modifying these tile sets / packages as you develop introduces problems in the pipeline.
If the game loads “Forest” first before “Castle” then whatever index ID’s the map file had are now for a completely different set.
And even if I did make it so that packages loaded in a particular order / place Tiled still treats each texture set as a continuation of the last in the map view (the “first” id). So when I add new tiles to a set earlier in the index it changes ALL the map ID links to the next set. If I add a tile to “Castle” to make 101 tiles then all “Forest” tiles are off by one in the map file.
Am I missing something or is there a way to have different tiles retain their “tileset” ID when referenced by the map? Maybe being on a different layer? Is there a way to export a different map array for every tile set? Or an array that points to which set the individual index points towards?
Thanks for any help.