This whole week I’ve been rewriting tile_config.json from scratch…
This had to be done eventually, because tile grouping was already stacked full - there is no room for new stuff. Since the list of missing objects, items and terrain is as long as the existing one, throwing new tiles and code strings at the bottom of it would mean significantly more clutter, wich means more pain in the ass for me or anyone else willing to update this tileset in the future (nothing discourages like having to sort through unfamiliar mess of code and tiles).
So after a couple hours of gathering info on forums and poking my nose in other’s tilesets I narrowed the groups down to these categories:
Basic
Fields
Terrain
Vehicle parts
Traps
Items (in alphabetical order)
I’ve also had to put some effort in finding the best methods and tools for this task.
In oder to write code in general, but in particular to extract id’s from core .json files I use SynWrite: I search for “id” strings, select and copy all lines that contain it, then use simultaneous typing feature to add proper synthax before and after each line.
In order to define tile indices in the tile sheet I found this neat tool called PyxelEdit (its free beta release). All it requires is import the .png file and set tile dimensions. Then it opens the tile sheet in window and shows tile index on cursor hover.