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Post by shadow008 on Dec 10, 2009 13:35:20 GMT -5
debating where to put this post still.... seeing how there was a snow day today, i figured id get some work done on my tilemap editor... i got screenies: (if the image didnt load)it does ^that^ - makes sprite maps... not very close to done but im hoping it'll turn out right. Also if anyone wants to help im more than happy to share(P.M. me) by the way, new forum member - judixsucker - who honestly allowed that? loving the new chat room! total people in it at the moment... *1*!!!!!!
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Post by Adam on Dec 10, 2009 17:40:16 GMT -5
looks like it would be fun to use :3. are you going to have it output different file types or just with data blocks? And i recommend dimming the orange down a bit (sitting in the dark coding then deciding to use that.... oh the pain D:)
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Post by shadow008 on Dec 10, 2009 17:48:26 GMT -5
data blocks. and sure, ill probably use a darker shade of orange, it just happened to contrast every texture i had, so they didnt blend.
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Post by shadow008 on Dec 12, 2009 14:03:52 GMT -5
ITS ALIVEEEEEEEEEEEEEEEEE!!!!!!!!!!!!!!!!!! alright, i got functional code - though its not finished, it gets the complicated job done easily... making tile maps!!! saves as *.tilemap... if you dont like that, change it. writes in this style: Data #,#,# Data #,#,# Data #,#,# Texture: (texture filepath) ...(until end of total textures(max of 50)) max of 100x100 tilemap and saves only as big as you make it(no, it doesnt save all of the as 100x100 tilemaps-unless you make it that way ;D) as you will see, some of the buttons aren't finished but will be soon. i suggest moving the Tile Map Editor.gb to your default programs folder and the sprites to the default textures folder so you can load any textures you happen to have. have fun! EDIT: ya know what i forgot... THE SPRITES ill add when i can.... should be fixed, use the link below Attachments:
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Post by Adam on Dec 12, 2009 14:40:53 GMT -5
This is a pretty awesome program. It has a huge amount of potential.. Several things I feel you should do though. With the tile map output I recommend you first add the x and y size so when you are loading the file externally its easier and you can save variable memory and computer power
Data Xsize, Ysize
Also, what do you have planned for the gray square in the top corner? I think it would be pretty cool to have a large visual representation of the currently active texture, it would also be convenient if there where small arrow buttons on the sides of it where you could pan through the loaded textures. Something that would also be rather convenient is if you could use the mouse wheel and scroll through the textures while your mouse hovered of the texture selection panel
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Post by shadow008 on Dec 12, 2009 15:04:05 GMT -5
I like the ideas Adam.
as for the grey square... hmmmm.... have you ever played starcraft and used the campaign editor? If so, you know what im about to say. If not, this explains it... I WAS going to put a full view of the current map. In other words, take the 100x100 (32x32 size tiles) tilemap and shrink it down to about 100x100 (2x2 size tiles) in size and display it all in the upper right - basically to see the whole tilemap at once.
Now i think im going to go with your idea cuz i figured my idea would be too complicated.
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Post by Adam on Dec 12, 2009 15:34:49 GMT -5
wait, thats a really good idea and it wouldn't really be that hard (except it might get a little complex when you go to changing the size of the grid) but you should be able to create a tile map, add the textures that are loaded with spraddtexture(texture) then you would need to create a 2d array and when you add a square on the map update the correct array element in the array and change it to the texture handle then bind the tilemap and call sprsettiles with the updated array (plus in the initiation you will have to set sprsetXrepeat and SprSetYrepeat to false and position it right spot, also sprsetsizex,y) sets the size of each individual square so you ccould use sprsetsize(2,2))
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Post by shadow008 on Dec 12, 2009 19:50:12 GMT -5
This is kinda more like an official release. Things fixed: -A minor movement glitch that would stack sprites -The way it saves -Deleted the "SPECIAL" button -Various variable bugs Things added: -"Overview" and "Fullview"(you'll see) -A "NEW" button - creates a new tilemap Any other suggestions? If not, I'm just going to finish with what I have in mind and call it good. I'm hoping to use this to make a cool game eventually(the only reason i made this app). ;D RAOAOAOAOORORORORAOOAOROORAAAAA!!!! ... Ok, I'm good... Attachments:
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Post by shadow008 on Dec 13, 2009 16:39:26 GMT -5
ok my next post here is going to be the final product. Hopefully people can find a use for it... i added some stuff... you'll see ... Attachments:
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