The older way was a bit more intuitive. I mean you could adjust layer order, so that what gets drawn on what. Also now, when I select one layer, it's no longer see through, like would be when I selected layers, so the only way to know what you're placing in the background is to toggle visibility in the foreground layers, but then if I want to use the foreground as as a template on where to draw my background tiles, I can't do that, because I can no longer see the background tiles.
"The older way was a bit more intuitive. I mean you could adjust layer order, so that what gets drawn on what." You can also adjust layer order. Just change the order of TileMapLayer nodes in your project :) I'm not sure how to solve the second problem or if I understand it properly.
@@GameDevForNoobs - The first statement was that they didn't need to make a new node in order to making adjusting layer order easier, it already had that. The second thing, I found out, there's a button in the tilemap window to 'highlight selected tilemap layer" - which makes both layers visible, giving a sort of onion-skinning effect, so then I can place my background tiles in relation to my foreground tiles because now I can see through both layers.
@@Uhfgood Well I had big problems adjusting layer order before and I frequently made mistakes like adding Tiles to wrong Layer, seemed a bit off for me. But I'm coming from different programming languages and enviornments. Maybe you got used to old TileMap? 🙂
@@GameDevForNoobs - I hadn't used it before, I was going through the Brackey's tutorial and decided I probably should use the new tilemaplayer node since they were deprecating the tilemap node - I've been through many different environments and editors and even created a few of my own. In general tilemaps can get pretty unwieldy if you have tons of layers. It makes more sense to automatically group them. Granted you can group them yourself under node or node2d -- if they wanted to do this, maybe should have some sort of "tilemap group" node that has like a common tileset (or tilesets) and some basic properties for width and height and tilesize, and then maybe group tilemaplayer nodes under that, this would preserve a natural structure of multi-layered tilemaps, and yet still give you the control you want. This was the other problem I had with tilemaplayer nodes, which was in order to use the same tileset for another layer, I would first have to create a layer, create a tileset, and then save the tileset, and then load that saved tileset. Or optionally I could simply create a new tileset with the same tilesheet (image). Both are not really ideal. The idea you could use one tileset for all layers without having to do extra steps makes things easier faster and more organized. But then again who would care what I thought, when I haven't even used this before. (that is i haven't used godot's tilemapping capabilities, I went through a couple of tutorials in godot 3 a few years back, only just started 4 a few weeks ago)
The older way was a bit more intuitive. I mean you could adjust layer order, so that what gets drawn on what. Also now, when I select one layer, it's no longer see through, like would be when I selected layers, so the only way to know what you're placing in the background is to toggle visibility in the foreground layers, but then if I want to use the foreground as as a template on where to draw my background tiles, I can't do that, because I can no longer see the background tiles.
"The older way was a bit more intuitive. I mean you could adjust layer order, so that what gets drawn on what."
You can also adjust layer order. Just change the order of TileMapLayer nodes in your project :)
I'm not sure how to solve the second problem or if I understand it properly.
@@GameDevForNoobs - The first statement was that they didn't need to make a new node in order to making adjusting layer order easier, it already had that. The second thing, I found out, there's a button in the tilemap window to 'highlight selected tilemap layer" - which makes both layers visible, giving a sort of onion-skinning effect, so then I can place my background tiles in relation to my foreground tiles because now I can see through both layers.
@@Uhfgood Well I had big problems adjusting layer order before and I frequently made mistakes like adding Tiles to wrong Layer, seemed a bit off for me. But I'm coming from different programming languages and enviornments. Maybe you got used to old TileMap? 🙂
@@Uhfgood I can of course see your point :)
@@GameDevForNoobs - I hadn't used it before, I was going through the Brackey's tutorial and decided I probably should use the new tilemaplayer node since they were deprecating the tilemap node - I've been through many different environments and editors and even created a few of my own.
In general tilemaps can get pretty unwieldy if you have tons of layers. It makes more sense to automatically group them. Granted you can group them yourself under node or node2d -- if they wanted to do this, maybe should have some sort of "tilemap group" node that has like a common tileset (or tilesets) and some basic properties for width and height and tilesize, and then maybe group tilemaplayer nodes under that, this would preserve a natural structure of multi-layered tilemaps, and yet still give you the control you want.
This was the other problem I had with tilemaplayer nodes, which was in order to use the same tileset for another layer, I would first have to create a layer, create a tileset, and then save the tileset, and then load that saved tileset. Or optionally I could simply create a new tileset with the same tilesheet (image). Both are not really ideal. The idea you could use one tileset for all layers without having to do extra steps makes things easier faster and more organized.
But then again who would care what I thought, when I haven't even used this before. (that is i haven't used godot's tilemapping capabilities, I went through a couple of tutorials in godot 3 a few years back, only just started 4 a few weeks ago)
➡➡czcams.com/video/TMr5YAIs7N8/video.html⬅⬅ TileMap Collisions With a Trick to Paint it Faster 🙂
Why don’t layers ever get confused?
Because they always know their place!
So basically they removed a feature and renamed a node type, and it's perceived as a new feature.
Well, it's less prone to mistakes now, and it's easier to comprehend bigger projects with multiple tilemap Layers. This solution is just better :)