Joe
Member
Hey everyone. I've recently made the switch from 1.4 to studio 2. I was reluctant for a while (had it in my steam account for about 2 years) but... man, I have to say I absolutely love it!
I've converted a project over from studio 1.4 and immediately started changing code to avoid all of the compatibility scripts for performance. It didn't take much time as the only compatibility issues were the views and ports, instance_create(), and the entire string to hash thing, it was mostly just typing in to "replace all". BUT....
Tilesets....
Now this may seem as a lazy approach but it worked for me in 1.4. I would create a single tileset and alpha blend them with a certain "brush" or "design" in the image editor and make a tileset out of a single image. Tileset example below.
In the room editor of 1.4 it was then just selecting which tileset to basically use as a brush in the room editor. Pretty cheap and easy way to design a level like below.
In studio 2, if I am correct, to use tiles like this you must assign them to an asset layer in the room as a sprite, which is less performance friendly (please correct me if i am wrong). Building a single image tileset in studio 2 looks like a bad idea as the first tile in the tileset is set to blank, these tiles are 192 x 192, i would think this would eat up texture pages pretty quick because of having to double the size of each tile.
It also appears the tileset editor in studio 2 is just that, an editor (again correct me if i am wrong) and not a builder.
Are there any programs that any of you use that help you build tilesets, such as adding individual images, making it less labor intensive on the user? Have any of you ever designed rooms like this? Are there better approaches in studio 2? I would really like to hear everyone's feedback!
I've converted a project over from studio 1.4 and immediately started changing code to avoid all of the compatibility scripts for performance. It didn't take much time as the only compatibility issues were the views and ports, instance_create(), and the entire string to hash thing, it was mostly just typing in to "replace all". BUT....
Tilesets....
Now this may seem as a lazy approach but it worked for me in 1.4. I would create a single tileset and alpha blend them with a certain "brush" or "design" in the image editor and make a tileset out of a single image. Tileset example below.
In the room editor of 1.4 it was then just selecting which tileset to basically use as a brush in the room editor. Pretty cheap and easy way to design a level like below.
In studio 2, if I am correct, to use tiles like this you must assign them to an asset layer in the room as a sprite, which is less performance friendly (please correct me if i am wrong). Building a single image tileset in studio 2 looks like a bad idea as the first tile in the tileset is set to blank, these tiles are 192 x 192, i would think this would eat up texture pages pretty quick because of having to double the size of each tile.
It also appears the tileset editor in studio 2 is just that, an editor (again correct me if i am wrong) and not a builder.
Are there any programs that any of you use that help you build tilesets, such as adding individual images, making it less labor intensive on the user? Have any of you ever designed rooms like this? Are there better approaches in studio 2? I would really like to hear everyone's feedback!