Addon for Godot Engine. Adds support for RPG Maker's Autotile tilesets.

Deprecation Notice This is written for and compatible only with Godot 2.x. Please use Godot's built in auto-tile system for later versions.

Godot AutoTileLayer

v1.1

Preview

This is an addon for the Godot Engine (currently the git version is requred) that allows automatic 2D tiling using RPG Maker's Autotile format.

For more information on the format: http://blog.rpgmakerweb.com/tutorials/anatomy-of-an-autotile/

Tileset used in preview: http://opengameart.org/content/lpc-modified-base-tiles

Usage

  1. Download and place everything in your project's addons/autotile/ directory tree.
  2. In Godot, go to Scene -> Project Settings -> Plugins (Tab).
  3. Set the status for the plugin to Active.
  4. In the 2D scene editor, create a new node. Type in AutoTileLayer to find the node to add.
  5. Use the property panel to set up the tileset to use.
  6. in the default brush mode, use the left mouse button to draw and right mouse button to erase.
  7. Switch to box mode to cover larger areas in one go using the toggle at the top of the viewport or using B and N keys.

NOTE: While RPG Maker's Autotile is a conveninent format to work with do remember that most of their official tilesets are licensed for use only on their products. Always check the license before using other people's work in your project.

License

Copyright (c) 2016, Zher Huei Lee All rights reserved.

This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.

Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:

  1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.

  2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.

  3. This notice may not be removed or altered from any source distribution.

Owner
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Comments
  • Unable to load addon in Godot 3.2.1.

    Unable to load addon in Godot 3.2.1.

    Hi, cant' run this addon in Godot 3.2.1. Really missing addon like this. Lower you can read the error in CZ/EN.

    "Nelze načíst skript rozšíření z cesty: 'res://addons/autotile/plugin.gd'. Zdá se, že se v kódu nachází chyba. Prosím, zkontrolujte syntax."

    Unable to load addon script from path: 'res://addons/autotile/plugin.gd'. There seems to be an error in the code, please check the syntax.

  • Error at line 104:5 on Godot version 3.1.stable.official

    Error at line 104:5 on Godot version 3.1.stable.official

    Hello , I'm unable to Activate this plugin on Godot 3.1.stable.official,

    It says that there is an error in the script plugin.gd, line 104:5 ':' expected at the end of the line. I think that is a problem with extends that maybe works differently than before.

    Thanks

  • If the plugin folder is not called 'autotile', it fails to load

    If the plugin folder is not called 'autotile', it fails to load

    This is a minor bug I found, but if for example the user copies the plugin folder directly from here as 'autotile-master' for example - it will completely fail to load.

    The reason is these two lines:

    var AutoTileLayer = load("res://addons/autotile/layer.gd")
    var icon = load("res://addons/autotile/icon.png")
    

    Need to be relative to the script and not to the root of the project

    I think that because the script is in the same folder as the files, you should be able to simply use:

    var AutoTileLayer = load("layer.gd")
    var icon = load("icon.png")
    

    But not sure if that will work in the case of addon scripts

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