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It's a pity it hasn't been planned by the devs... :(
2 I select one and put it on the side, face up let's say, but I do it orienting it (turning it 0/90/180 or 270°)
3 I draw another then select another card/tile
4 I turn the previous one face down and put the next one on it again with a specific orientation
5 After a while I stop, I turn the last one I put face down
6 I then turn the whole deck I've formed face up and I execute each card/tile but each one must be in the same orientation I put them originally.
When I tried with the snap point I couldn't manipulate the card or deck as I wanted.
You'll lose the ability to draw multiple tiles by typing a number over them or by right-clicking the pile of tiles and clicking "draw" over and over, but as long as the tiles have the "hands" property enabled (meaning they can enter player hand zones) and you have the "hand component hotkey draw" option enabled (in configuration, interface, misc...), you can tap 1 (not numpad 1) over your pile as many times as you want to draw tiles.
EDIT: If their original orientation before you first draw them doesn't matter, you can stuff them in a bag (which can have any model you like, not just the default brown sack) and use that as your deck. That way, you'll be able to (initially) draw them several at a time like you would with cards. To shuffle this deck, pick the bag up and shake it.
Well, here's the link to the mod I've made (the game is not mine):
https://steamcommunity.com/sharedfiles/filedetails/?id=2067867429
Originally the tiles were stacked in a specific pile, only seeing the last one, and once the programming part was done, each tile was executed from the first played to the last and the robots are moved at that time.
Arrows are on the tiles, thus you have to keep the same orientation you put it in.
In the mod I worked around it by placing the tiles next to each other but I was wondering if we could have the same feel as in the original prototype.
This is the antecedent of a conditional sentence. It refers to the tiles as they are in the beginning state of the game. I already understood that, once the tiles are drawn and played, their orientation matters and must be kept. I did not know whether the tiles' orientation matters before the tiles are drawn and played, since you described players rotating tiles freely as they are played:
If players can rotate the tiles freely before playing them, it suggests that their orientation before they are played is not important, but it does not guarantee this. What I said was that if this suggestion is in fact true, if the state of the tiles at the beginning of the game does not require that their orientation be preserved, then the bag-as-a-deck method could be used to preserve some of the function of a deck of cards that is lost in using the stack-on-a-snap-point method. If what is suggested is in fact false, if the orientation of the tiles matters even before players touch them, then the bag-as-a-deck method can't be used (since the bag does not preserve orientation) and the rest of that paragraph can be discarded.
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That said, I still don't see a problem with using tiles and a snap point. Everything in your six-step description is doable that way, and the only problem I can see you having with it is if you didn't reimport your cards as tiles or other non-card objects before trying it.
The tiles' orientation, while in the draw pile/bag, does not matter.
The player creates another pile, in play, where they stack the tiles (face up) they have in hand changing their orientation as they see fit.
Once that phase is done, the created pile is turned phase down then each tile is turned face up - keeping the orientation it was put in - and resolved one at a time.
I hope I'm clearer. Thanks for your time.
I make 3 custom tiles.
I do what I need to do BUT when I flip the whole pile, the tiles are flipped independently, I don't flip the whole pile. The last I played must become the last revealed.