Ignore empty tiles
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- Dominant language
- C++
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Description
The tileset of my platformer game has several (bigger) slopes that take up like 8x8 tiles. To make it easier selecting all 8x8 tiles and placing them all at once two opposite corners of this tile area are completely empty and not used by other things.
I've noticed that tiled actually places and saves this empty corner tiles on the map wasting some memory.
My suggestion: Treat empty tiles like the eraser (deleting underlying tiles without placing the empty one) or maybe better simply ignore them.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by locating the tile-placement and map-serialization entry points responsible for applying a selected tileset area and saving empty tiles. Reproduce issue #1849 with a selection containing empty corners. Done means empty tiles are ignored or treated as erasing without being stored unnecessarily, while non-empty tiles remain unchanged.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- game-dev, tooling
- Issue type
- Feature
- Difficulty
- 3/5
- Estimated time
- 1-2 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 38/100