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Author Topic: Tilemap Layer scripting  (Read 4477 times)

jeong1135

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Tilemap Layer scripting
« on: August 04, 2013, 02:44:36 am »
Hello, this is my first post  ;)

Even though tk2dTileMap is still in beta, I find it extremely useful and decided to use it for my procedurally generated dungeon.

I've read the post that width and height of the TileMap cannot be modified with script and this is okay since there isn't much overhead with large empty tilemap.

Can layers be added in script? If so, is there any overhead for having too many layers, like up to 100?

Thank you.

fsadeq

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Re: Tilemap Layer scripting
« Reply #1 on: August 04, 2013, 03:48:08 am »
I could be wrong, but I don't think there is much overhead in the number of layers either - assuming you don't have lots of stuff on each layer. If each layer is "full" then that can't be good.

jeong1135

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Re: Tilemap Layer scripting
« Reply #2 on: August 04, 2013, 04:50:17 am »
Turns out I was using it wrong.

I was trying to use layer for each generated dungeon while layers are more used for z indexes of different tiles.

In that context, it would make sense that Layers cannot be modified in script just like width and height of the tilemap.

Thank you for the response fsadeq.