The current state of Tilesets and Tilemaps in Godot 3

  • 🎬 Video
  • ℹ️ Published 2 years ago


A small dive into what the main issues are with the current tile workflow in Godot.
This is the first commentary video I make so I hope you like it! I'm working hard on my English and also trying to improve my editing skills so any feedback is welcome.

Intro - 0:00
The current UX of Tilesets - 2:15
Feedback - 6:38
Conclusions - 9:24

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💬 Comments

You shouldn't say the "s" in Gilles but otherwise you pronunciation is perfect ^^.

I agree with most observations here, getting a simple TileSet working is definitely too much work and confusing. The main plan is to fusion the TileSet and TileMap editors in the area, then to organize everything in an easier to understand way.

As gdquest already commented here, I'll start in November by making a formal proposal, feedback on it will be welcome then. :)

Author — Gilles Roudiere


You make an excellent point about the UX for TileMaps. I've been using it for years so I'm accustom to how it works, but it must be pretty daunting for those learning it for the first time.

Author — Game Endeavor


Highly agree. I think it's cumbersome to use and I'm happy it's getting attention

Author — Rekiron


What I like about his videos, is that he is very thorough and he goes above and beyond to make everything very clear.
I'm not surprised then that even his rant videos are that involved :p
Thank you for your work !

Author — Bananeisafree


I wish there was an implementation when it comes to Ysorting and Tilesets. Maybe a marker to set when it should be sorted the tile in particular, etc...

Author — Jeff Venancius


I would definitely love more of these UX demonstrations in the future. I found this video very comforting whilst watching your illustration of how complicated creating Tilesets are in Godot.

Author — Bobby Tagget


Yeah, I understand avoiding Tilesets. My experience was worse, with an earlier version. I was starting because I was willing to do the tedious work of creating individual tiles, but I couldn't get the pixels to line up with the tiles no matter how I messed with the step/offset. I gave up in frustration, and I'm sorta planning a 3D game now in the latest Godot anyway.

Author — purpletrauma


I think you captured the new user experience with the TileMap editor very accurately.

Author — BigAlNaAlba


Good points. I've never used any other engine for 2d, so i don't know how this is handled elsewhere. But now that you demonstrated it like that, i can totally see that it needs some work.

Author — Nord Warrior


I agree that the tile set system needs work. However the way I use it, and maybe the way it was intended to work, is that each tile is its own separate image. When you add each tile separately, you have a lot of flexibility to add and remove individual tiles, without having to maintain some huge png yourself. It's then up to Godot to do any atlasing and optimization under the hood. all of the tools like add single tile have pretty good default behaviors if what you're dealing with is actually a single tile.

Author — Wavesonics


I'm a Godot noob and this is exactly the pain I went through recently trying to understand this. I just want to have a tileset palette where I can define each tile individually and then to paint them onto a tile map like in Zelda Classic. Or ChipEdit for Chip's Challenge. Shouldn't be that hard or complicated!

Author — AlphaCrucis


Yes, I think we can all agree that it needs help and I think we'll see something in 4.0. There's also a Tiled importer in the asset library. I've used it before but never enough to get down a good workflow with it. A video on the importer and how to work with it well would be great!

Author — Jason Lothamer


Very fair criticism of an otherwise super cool engine. I hope your arguments reach the devs so we can have e.g. tilemap config presets in future versions of Godot - so we don't have to do all that extra tweaking. Nice video!

Author — Adagas-Caou Christian


Yeah, tilesets are really quirky and weird to use. Took me a while to figure out how to make and use autotiles and I feel it's easier to just make an atlas and paint tiles manually because it's simpler and faster to setup. Also, I wish I could change IDs of tiles in the editor. Sometimes I want to make compatible tilesets which I can then use for procedural generation of tilemaps with different look but the same functionality. The way it currently is, I have to name every tile and then use these names to search for tile IDs in the tileset and it is so annoying.

Author — gnolex


Your explanation of the "current state" did a better job explaining the tileset interface than any of the tutorials I've seen for it! thanks so much!

Author — Scott Southworth


one thing that I dont like is that you have to already edit the tileset before you can change the options like the grid size of the tileset. to change the options, you have to first open a new tilemap, add the image, press New Single Tile or the other options, make a square somewhere, then press on that area, then the tilemap options appear on the side. I really hope in the future that the options just instantly open up instead of doing all of that.

Author — Joey Merryfield | CamiXes


Eventually I got used to it, but yes it is painful to understand how it works in the beginning.
And considering Godot's policy of being easy and fast to use TIlemaps really need an improvement.

Author — Dener Witt


I subscribed simply because this is a great contribution to the community by highlighting issues and concerns for such a great engine!

Author — noTmiZ


When i was in my tech/engine/framework hopper stage, I got to try godot and couldnt get to make sense of the tilemap/tileset editor, always thought there was something wrong with me, but then i saw Juan"s poll on twitter and was relieved i wasnt the only one with that problem

Author — Keka


I love mixing textures in a tileset! It really makes organizing projects easier! Multiple tilesets can share the same resources! Now, if only we could copy collision bodies, and tiles in the tileset editor! Also, I think the user experience might be better if the tileset editor was contained in the centre window. I think they should make a simplified tileset creation process but also still allow the flexibility the current system has! :D If you're up for scripting you can even make auto tiles bound to other tiles! It's awesome! :D

Author — Da Coda