Hi there, haven’t defolded for a long time … And actually I should ask this question pretty earlier.
At present the tiles in a tile map must stick to the grid - each tile’s top-left coordinate must be an integer multiple of the unit width (relative to the top-left of the whole map). It can’t shift a little bit (e.g. half of the unit width or 1px) . In other words, tiles are not allowed to be placed freely in a map. So, is it still possible to realize a tile map that may contain freely placed tiles?
A more general question is: How can one precisely control every tile when he wants, like supplying a script to let the tiles have some behaviors (give each tile a possibility to be “alive”)?
A scheme could be, to set everything as game objects instead of using a tile map (and to develop a custom map format on one’s own). But it’s like a waste of the tile map feature and more important is, when the map becomes bigger (e.g. maps in a serious game work) - to my feeling - there will be too many game objects to handle with. A mixed scheme, namely to use tile map for the “dead” tiles and game objects for the “living” (movable) tiles, is not so suitable here, because here we’re talking about the possibilities of every type of tiles, not only e.g. moving platforms.
A perfect example with this effect is the game Geometry Dash (which uses Cocos2d-x, though). Any block can have a precise position shift regardless of the grid, and can be controlled by “commands” (scripts), so the level editing is quite free and one can do detailed things.
Can we achieve such an effect in Defold? (Perhaps this requirement is too ideal and strict, but it would be really cool when we could realize it.)