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Question by revraptor · Aug 30, 2020 at 11:51 PM · texturerenderingtilemaptiles

Change Tile Pallette on runtime

Hi

I'm trying to make seasons in my 2D RPG game and am having trouble deciding on the best way to handle having different ground tiles.

There's two ways I can think of, both requiring having a different tileset asset for each season since I want the trees and ground to look different.

I could either have a copy of each scene for each season, each using a different tileset, or I could somehow change the tile pallette that the game uses during runtime, to one with identical tiles except colored differently for each season.

I plan on having quite large world regions, so I don't think using swaptile would be the way to go. Not to mention how much that would hinder me if I want to make any changes to my tilesets going forward.

I'm wondering, is it possible to either change what sprite a tile palette is based on at runtime, or in some other way change what tiles are rendering to enable seasons in a fairly large RPG world? My maps are large so efficiency is a minor concern.

If this isn't possible I can definitely just make different scenes for each areas seasons, but I feel like there must be a less manual and brute-forcey sort of way.

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