While I was working with Tiled, it occurred to me that you tend to use layers according to functionality also, like all moving things on one layer, background and decoration without physics on another, and also a simple hard-physics layer where all the static parts go like walls, ground, obstacles, hills, etc.
Right now you have to add property body types of static-physics to all the tiles and objects, and you have to add it to any new spritesheet you want to use, which is a little cumbersome…
My idea was that you could possibly define a special kind of layer where all tiles that would be placed there would automatically inherit a set of properties - this could then be used to easily create those static boundaries from all kind of different spritesheets with a minimum of configuration.
Not sure yet how to go about it yet… what to do with the already configured tile/object-properties (precedence?)? How to configure that (dedicated layer property?)? When should this kick-in? Simply add those layer defined props to the tile/object when they are read-in?
Most importantly though, would this be a useful feature?
Or are there other alternatives to easily achieve similar functionality?
I don’t believe the tileset and layer properties are used at this moment.
Could potentially also use json config files that have the same name as the tileset/layer to easily set defaults for a whole tileset externally from Tiled (?).
So many ideas and so little time…
-Regards, Frank. [import]uid: 8093 topic_id: 6849 reply_id: 306849[/import]