Right now I just tell the tool what sprites to use where, so next I need to come up with a pipeline to designate groups of sprites that make up an asset.
I added a new helper window that I use to designate a group of sprites as a building’s facade or roof. The way it works is I assign a sprites to each corner and edge, and a sprite for the fill. The window then writes to a separate data file that information.
As you can see here, I’ve filled out 2 different building facades, Brick_Red and Brick_Grey. Each facade has 9 pieces, like a sliced sprite in UI.
That is my intention with the AssetBuilder window. It’s not pictured, but yeah, for each tile set I clicked/dragged sprites from the Project into the slots.
roguelikeCity_transparent_334 is assigned to Brick_Red’s upper left corner. I definitely need some labeling.