Tiny Town

Customise the grid

This tutorial will show you how to add and setup a grid for your level.  The class responsible for spawning the grid will also allow you to applying any effects (visual or audio) on the tiles themselves. 

NOTE: For now, this class doesn't offer much customisation options. However in time, we aim to add features such as removing tiles, changing the individual height of each tile and more.

Step 1: Creating the grid

In order to spawn a grid, you first have to create a child blueprint class of TT_GridManager and instantiate it into the scene. Please note that there can only be one grid per level. Some features might not work otherwise.

In order to be able to spawn blocks on the grid, the GridManager will need a TT_BlockManager class. You can set it to the default C++ class, or create child blueprint class. Once created set it in the panel.

Step 2: Editing the grid

Once spawned, you can edit the grid from the details panel of the selected gridmanager object. every change you make should update the grid automatically. Here's a breakdown of the editable options:
 

Size X: Size of the grid on the X axis.
Size Y: Size of the grid on the Y axis:

Distance between tiles: The distance that separates the center of each tile. (Useful if you're planning on changing the Sprite)

Tile Sprite: Sprite to spawn to represent a tile. If you are changing this, check the new sprite's collision box properly set up. Otherwise, the player won't be able to interact with the grid.

Display Tile ID: Will each tile's TileID. This is useful to edit the grid's structure and to generally understand how the grid is layed out.

Step 3: Customise tile effects

For more information about tile ids and zone check this page.

Now that the grid is all set up you can start customising the way they look.

Last updated: August 2019
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