26 May 2018, 14:27 | #1 |
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Tools for creating level maps
Hi All,
Back in the day I used to use a map editor called TUME (The Universal Map Editor), but it hasn't been updated since 2000 and the compatibility is stuffed. Are there any good mapping tools that would do the same thing for creating large map areas with object mapping and event stuff? Happy if it runs on either Windows or Amiga. Any help appreciated. Geezer |
26 May 2018, 14:34 | #2 | |
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26 May 2018, 14:42 | #3 |
Knight Of The Kingdom
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I use tiled for most retro development,done with tiled
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30 May 2018, 10:36 | #4 |
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30 May 2018, 13:36 | #5 |
Natteravn
Join Date: Nov 2009
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I can also recommend TilEd. It does nearly everything you will ever need and allows custom properties for tiles and maps. We are using it for our current game development and even define all sprite animations and collision boxes with it.
The biggest pro is that it is open source and portable. It wasn't difficult to build a NetBSD version from source (depends on QT4). What I am missing is a 90 deg. rotated map format, where the rows of a column are written, not the columns of a row. This is often useful for horizontally scrolling games. |
30 May 2018, 14:52 | #6 |
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Tiled is great. I am using it for my Iridium game. Add a load of layers do a bit of scaling (custom draw routine) and you can make some amazing parallax effects
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30 May 2018, 18:58 | #7 |
Warhasneverbeensomuchfun
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How do you export a tiled file to use with an Amiga project? I am curious now. I was going to write a map editor at some point in Blitz Basic for my future projects.... I wonder if could use Tiled instead.
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30 May 2018, 19:03 | #8 | |
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Very useful tool this. No need to write a map editor. With a bit of work i can even import arcade tiles and maps. |
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30 May 2018, 20:51 | #9 | |
Natteravn
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So I have written a small, portable C program which converts the XML output into the native map and animation formats of my game. You can do the same with any language you are most comfortable with. And when using Makefiles this is just another part of the automatic build process. |
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30 May 2018, 22:48 | #10 |
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While we are on tiled...I've played with it very little, but this (altered example) of plugin outputs assembler (and not binary) format.
@phx If you change the y/x order at loops, you'll probably can make it saving columns first Code:
from tiled import * class Amiasm(Plugin): @classmethod def nameFilter(cls): return "Amiga assembly files (*.avasm)" @classmethod def shortName(cls): return "amiasm" @classmethod def write(cls, tileMap, fileName): with open(fileName, 'w') as fileHandle: level = 0 firstTime=1 for i in range(tileMap.layerCount()): if isTileLayerAt(tileMap, i): tileLayer = tileLayerAt(tileMap, i) if firstTime==1: firstTime = 0 line = ';\tMapSize: '+str(tileLayer.width())+'x'+str(tileLayer.height())+'(='+str(tileLayer.width()*tileLayer.height())+')' print >>fileHandle, line line = ';\tStart of level '+str(level) print >>fileHandle, line line ='' for y in range(tileLayer.height()): tiles = [] for x in range(tileLayer.width()): if tileLayer.cellAt(x, y).tile() != None: tiles.append(str(tileLayer.cellAt(x, y).tile().id())) else: tiles.append(str(-1)) line = ','.join(tiles) line = '\tdc.b '+line if y == tileLayer.height() - 1: line += '\n;\tEnd of level '+str(level)+'\n' level += 1 #else: # line += ',' print >>fileHandle, line return True |
31 May 2018, 19:06 | #11 |
Natteravn
Join Date: Nov 2009
Location: Herford / Germany
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Wow! Those Python plugins are really a powerful extension to Tiled!
I did some Python code before (mainly for web pages), but I always prefer C when I have the choice. Indeed my converter does the mentioned y/x translation for the game. (And my internal map format is not just tile-numbers as bytes, but I save the map as words, with some more bits for extra information (tile is solid, tile-type, animations ,etc.)). |
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