15 March 2016, 22:25 | #1 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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Recommended 2D Tile Base Map Editor
What's a good map editor for 2d maps (for Amiga games) ?
Has to be windows based if possible |
16 March 2016, 00:15 | #2 |
pixels
Join Date: May 2014
Location: Australia
Age: 52
Posts: 476
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Hi Dan I use the free Tiled editor http://www.mapeditor.org/ (PC,Mac,Linux)
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16 March 2016, 09:20 | #3 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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Thanks, will give this one a go
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16 March 2016, 13:42 | #4 |
Registered User
Join Date: Sep 2004
Location: Brasil
Age: 49
Posts: 181
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As invent says, Tiled is an amazing multiplatform map editor, but i am biased because i am the spanish translator
Not seriously, try it, i love the support of layers and attributes, because makes my life easier, i set a layer for the tilemap, another for the collision map, other for enemies, objects, ... or the python plugin, ... I use it in every of my Amiga and CPC ( ) projects. And Bjorn, the author, is very friendly and loves the feedback, and if you find that Tiled lacks of any feature that you need, he will add fast and you will able to test in one of the daily builds. PS: Version 0.16 should be released this weekend and will bring a few improves in the usability. Last edited by SyX; 16 March 2016 at 13:46. Reason: News about the new version |
16 March 2016, 13:52 | #5 | |
Registered User
Join Date: Oct 2014
Location: Germany
Posts: 195
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Quote:
I use the tiled editor as well, but I miss one feature: Marking blocks with flags! I know you can set attributes, but they cannot be visualized in the map or in the blockset. I always wondered how other projects cope with that limitation. |
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16 March 2016, 14:00 | #6 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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Well. i downloaded it, and sent a little Paypal payment for it, to support the author
Looks good so far ! |
16 March 2016, 16:02 | #7 | |
Registered User
Join Date: Sep 2004
Location: Brasil
Age: 49
Posts: 181
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Quote:
In my actual project, i am abusing the feature that you can have an unlimited number of layers (and remember that you can set the transparency of the layers and which ones are visible) and tilesets. I have a tileset for the background tiles, other for the background collision map (five or six bi-colour tiles where you set how much you can go through them; and you can extend/abuse this idea for marking groups of mono-colour tiles that shared a flag, and you can see immediately that that pink stuff are tiles sharing a feature XXX and those green ones share a feature YYY, ...), other for bonus objects/special events (hidden bonus as Turrican or First Samurai; and those tiles looks like monocolour icons for seeing easily and not overload too much the design), other for enemies starting points, ... And if you need "special" settings for a limit number of tiles (special enemies or bonus things), you can define an object layer, add the objects (using the "Insert Tile" toolbar icon) and then set your custom attributes. Then i use a python script for decoding that information based in the layer the tile is, tile number (different ranges mean different things) and the special/customized attributes associated to it, ... and generating the map in a more amiga friendly way (basically a few binary files for including directly in the source :P) |
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23 March 2016, 23:21 | #8 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,956
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Of interest:
[ Show youtube player ] |
24 March 2016, 00:05 | #9 |
Registered User
Join Date: Dec 2011
Location: Dortmund, Germany
Posts: 1,054
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Since we are on the topic, does anyone know of a tile editor that supports:
1. isometric tiles 2. multiple height levels (room above room), like in the old X-Com or Syndicate games ? Tiled unfortunately fails in the latter regard |
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