I've set up a Tilemap with tile size 15 x 15 and in the editor it looks great but when I run the game the tiles look garbled. They seem to be in the correct place but the graphics looks distorted. The rest of the graphics such as the characters look fine. If I place the entire tileset png into the scene as a Sprite2d it looks fine. Is there a way to get these odd sized tiles to work?
Usually you would use sizes that can be devided by 2, like 8,16,32,64 etc. At least for images (not sure about tilemaps). It is better to process for the gpu and compressions work better.
Are your sprites 15x15 too like your tiles? I can imagine Godot not being sure how to squash, for example, a 16x16 sprite into a 15x15 tile? Not sure.
In ProjectSettings->Display->Window did you set a stretch mode? For pixel art the option "viewport" is recommended and scale mode "integer".
Do you have a screenshot?
Garratt Thank you for your help. I redrew some of the tiles as a test and made them 16x16 and did a new tilemap with those and they look fine. I don't think 15x15 can work. Since I have just started this project I abandoned this resolution and have increased it slightly to something that will work with 16x16 tiles. No need to do something that unusual since it is causing problems.
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