I've gotten sick of my games looking really boxy and obviously tile based, so I'm going back to trying to achieve the look of Hyper Light Drifter, where there is significant variety in the tiling, angled walls and platforms, and a roofline broken up with silhouetted features. Here's a mockup I did today with the Pineapple 32 palette which does not really compare to HLD, but at least is not just a rectangular room with one type of wall tile and one type of floor tile...
axoona
in reply to Hyperlink Your Heart • • •Charles U. Farley
in reply to Hyperlink Your Heart • • •Hyperlink Your Heart
in reply to Charles U. Farley • • •Charles U. Farley
in reply to Hyperlink Your Heart • • •Thanks for the explanation! https://www.mapeditor.org/ lets you define rules for which tiles go together, and I guess you could use the same rule format for programmatic generation in a game engine.
https://doc.mapeditor.org/en/stable/manual/automapping/
Tiled
TiledHyperlink Your Heart
in reply to Charles U. Farley • • •Hyperlink Your Heart
in reply to Hyperlink Your Heart • • •Charles U. Farley
in reply to Hyperlink Your Heart • • •It has a "stamp brush", and you can save stamps for later.
https://doc.mapeditor.org/en/stable/manual/editing-tile-layers/#stamp-brush
Editing Tile Layers — Tiled 1.10.2 documentation
doc.mapeditor.org