Ahhh Tiled I use this editor.
Once you got the hang of it (and understand the layer and object system), it's superb.
You have two types of layers. Tile Layers and object layers (used to define walkable areas, animations and whatever you want).
Each object layer can have as many global and pr. object properties you want, so it's extreme flexible when it comes to adapting the maps to special features in your tile-engine.
Each tile might also have as many properties as you want.
It's in QT with source code included, and as stated, it export to xml.
I convert the exported map into my tile-engines format with a small QT app I wrote.
I see that several of the users here use Mappy, which i personally think is crap (but yoy don't have many alternatives).
TileEd is absolutely unbeatable in my opinion.
I't might look simple at first sight, but all those possibilities ...
I would reccomend writing a middleware tool that can link together your tileproperites with your engine by generating som struct's (types) and som basic-code.
Once you got the hang of it (and understand the layer and object system), it's superb.
You have two types of layers. Tile Layers and object layers (used to define walkable areas, animations and whatever you want).
Each object layer can have as many global and pr. object properties you want, so it's extreme flexible when it comes to adapting the maps to special features in your tile-engine.
Each tile might also have as many properties as you want.
It's in QT with source code included, and as stated, it export to xml.
I convert the exported map into my tile-engines format with a small QT app I wrote.
I see that several of the users here use Mappy, which i personally think is crap (but yoy don't have many alternatives).
TileEd is absolutely unbeatable in my opinion.
I't might look simple at first sight, but all those possibilities ...
I would reccomend writing a middleware tool that can link together your tileproperites with your engine by generating som struct's (types) and som basic-code.