In Godot 3.x rotating tiles was one click affair.
But i cannot find this function in Godot 4.
I read some info about creating alternative tilemap and rotating each tile manualy, also this does not copy collision area.

Is there really no way to normaly rotate tile ?

Another thing, i have 16x16 tiles but some are 32x32 too. If a select 32x32 tile it doesn't allign with 16x16 because it is offset to center (- 8 pixels). I cannot find anything to set tiles point of origin / offset point.

Yes there's a big change with tilemap in Godot 4. Asking around discord it seems like Alternative tiles would be the things going forward to handle tile with different rotation.... For better or worse.

If it's any consolation it seems there's general agreement that TileMaps currently despite them allegedly being an attempt to make 2D devving more convenient are very fiddly even when it comes to the code itself, I think some specific patching from back end devs is in order for this feature as I haven't found it straightforward to deal with.

a month later

Godot 4 doesnt have TILE FLIP / ROTATE... And the alternate tile messes up the whole system...

Alternative tile properties lets you orient the tile any way you like (combine flip and transpose) as well as move the origin.

12 days later

Alternate Tiles is not the right way to do it ! People will find that out the hard way.
Are they trying to create some kind of LGBT community were only people who see things their way are welcome ?

It just doesnt make sense, it seems it will only be done right in godot 5... Its such a waste to dump an entire 4 release just because of this issue. Because godot has entire features that are way cooler than other engines.

The tiles seem to be an exact copy of RPG maker with some other things on Top to make it work ( look normal ). I never used that engine but doing a research on their Tile system it seems that way. Tons of those games get released on steam everyday, if thats were the money is ? and Godot is going for this approach... i dont see the RPG maker people change to another engine that has the exact same Logic for tiles. Were normal tileSets systems can do the exact same thing simpler and better.

This game was release in the 90's and its top down oriented, but everything in here rotates, its autoTile, and random... It was released way before RPG maker existed... And they were doing things the right way. It just seems a waste to dump an entire Godot4 again, after the struggle with Tiles in godot 3.5

  • xyz replied to this.

    jonSS Alternate Tiles is not the right way to do it ! People will find that out the hard way.

    Why? Here's your chance to explain it so people don't have to find it out "the hard way" 🙂

      xyz I meant if someone really decides to use the Tile system to ( DRAW ) levels, not use it for something else. Will have a hard time doing it, because of the flip / rotate, plus it might require to pre load those tile nodes or scenes when changing level.

      xyz just notice one thing very simple when talking about tileMaps, noOne is talking about the godot icon...
      But tons and tons of textures, for building a level/game. You want to have those textures duplicated in 4 or 6 ? And add all of that to the for loop the tile does when entering back and foward a level.

      And its so tendious and awkward to build a level that way, that most people are using tiled with a godot extension...

      [EDIT] but its ok no worries, i will try and make an app, that draws tiles in levels, one that suits only myself... Dont know if i can do it, i still havent made 1 game in godot, and right away iam forced to build editors without havent the knowledge and experiece some other people have that have been here longer than me...