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EzMap - GLBasic coded Map Editor
MrTAToad:
That could be very useful - will it be able to handle animated tiles ?
spicypixel:
--- Quote from: MrTAToad on 2012-Nov-16 ---That could be very useful - will it be able to handle animated tiles ?
--- End quote ---
I hadn't considered animated tiles at this stage but it can be done. The next thing I'm going to add is a data layer which I can implement on the tile screen so whenever you use a specific tile (tile brush) the data layer will be updated. Handy for solid collision blocks or any property relating to the specific tile (save doing it after map creation). I will also most likely then allow editing of the data layer directly on the map whereby you can implement data information pertaining to say air vents whereby the higher above the vent the weaker the current and obviously the graphic tile on the tilesheet(blocksheet) can have a data value already set. Just thoughts in my head atm :)
Just updated the source files (first post) to include loading and saving of the map data. The file format isn't set in stone so use as you see fit.
Wampus:
Very promising and nifty looking. Since you are releasing the source code too that is highly useful. I imagine it could be quickly customised to fit whatever game engine its intended for that way.
spicypixel:
--- Quote from: Wampus on 2012-Nov-16 ---Since you are releasing the source code too that is highly useful. I imagine it could be quickly customised to fit whatever game engine its intended for that way.
--- End quote ---
Exactly ;)
I have also updated the EzMap editor download link to the latest version (12.1124) if you want to grab that. No additional source code since the original download but I will add it when I've finished a few more routines that I want to include.
The latest version has a data layer which can be edited to provide numerical properties (other than the tile value which you know from the graphic used) to each tile in the tileset. This used in its most basic form would be to set say floor and wall tiles (0 = no collision, 1 = solid). Once these are set in the blockscreen each time they are used in the map editor the tiles will have the properties already pre-defined. In addition when in map mode with dataedit enabled you can copy and paste data values into other map tiles directly. I'm sure you will work out how best you can use this in your games :D
The datasheets are included as png's as it allow the user to amend the file to depict say water, air current (strengths), lights, switches etc...
There are a few other bits and pieces added, such as loading and saving (proper format) with additional RLE compression to be added whilst maintaining map compatibility. A tile data information file (.tdi) is saved in the same folder as the imported tilesheet and this has the details of any numerical data edited in the tilesheet. Deleting the .tdi will default to the original tile data values. Easier to use than explain I guess.
spacefractal:
This is something that should been included as standard tool in glbasic, because its look very nice and many could have nice use of it. Howover myself I did use Tiled as my editor and used a lots of layers in Greedy Mouse. But its does look like a good tool for many use.
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