Here’s a little preview of something I’ve been working on. It still needs some features and clean-up, but I suspect it should be ready for sale in a week or two. I’m trying to figure out how much to sell it for. What sounds fair to you guys?
If there’s a good amount of interest in this, I might be inclined to hurry up with the development
Not really a list, but I can tell you what it does:
You click on the tileset on the right, and can then paint in the scene. It will create multiple meshes per layer, by default in blocks of 10x10. I found this a good way to increase performance, having a mesh per tile was a bit too slow. This happens dynamically, so groups are added and removed when needed (empty groups are removed). Only tiles have polygons in the meshes, so no empty filler tiles that would kill your fillrate. You can see the groups in the hierarchy window in that screenshot.
You can also select multiple tiles. Right-click on the tileset to select an “empty” tile, for erasing.
It all happens in the editor, so after compiling no code will be running.
I plan to still add these features:
Tile picker so you can click on tiles in the map to select them (Edit: done)
Edge bleeding compensation
And also these, but probably not in the first version:
Import from Tiled’s .tmx format
Preset function (to draw premade patterns for common stuff)
Later I plan to make a 2D physics editor to accompagny this, but that might be a different product. But the tile data is stored in a serialized array so you can create colliders yourself based on the tiles if you need that.
It shouldn’t conflict with SM2 at all. You just get a bunch of meshes, so it shouldn’t be a problem to add SM2 sprites on top of it.
It’s now feature-complete for a first version, so I’m just cleaning it up and will then look into how to actually get it on the asset store.
Have to write a little bit of documentation too, even though it’s very straightforward to use.