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Read April 26, 2007, 08:51:13 PM #0
Charlie

EvilMana Tile Editor



    I have started a tile editor that I will work on in my spare time.
     
    In the end I would like this to be an easy to use 2D map maker with the ability to add collision inside the editor itself.
    At this point, that is far into the future. Progress may come slow at times since I don't have a whole lot of time.

    Download Instructions:
    The program is distributed as a clickonce deployment application.
    When you visit the download link below you will see an install link on the page to install the program.
    You may have to download the .NET Framework if you don't have that already. It should let you know if you need it.
    It is required to use Internet Explorer to visit the link below and download.
    It will not work correctly using Firefox.
    When you download and install the program it will be accessible from your Start menu, and can be uninstalled from Add or Remove Programs in your Control Panel.
    Here is the download link:
    http://evilmana.com/publish.htm

    If this method of installing doesn't work here is an alternative zip file with an exe version
    http://evilmana.com/EvilManaTileEditor.zip


    Updating:
    Updating the program as new versions are released is as simple as running the program.
    Each time the tile editor is run it will check for an updated version, and give you the option to install it, considering you're connected to the internet.
    At anytime you may roll back to a previous version from Add or Remove Programs in Control Panel by choosing to uninstall, which will give you the
    option to uninstall or roll back to a previous version.


    Current Release:
    0.4.7.0


    Version/Added Features:

    0.4.7.0 (5/20/07):
    • TileSet Loader added. This will load a tileset into the editor and export either selected parts of it or the entire image
          as individual tiles. These will be loaded into the tile list in the editor. This also saves the individual images to the
          folder from which the tileset was loaded. The individual tiles will be used with your game. Not the tileset picture.
          The tileset image has to have exact dimensions divisible by the tile size in order to be loaded up.
          To use this feature you click Load TileSheet, and select a valid image.
          The TileSet Loader pops up with your image inside.
          Clicking inside the image selects individual tiles from the image.
          You must enter a File Name and select the image format to export as.
          Note that for exporting multiple tiles you need not change the file name for each. The editor will add numbers to
          the file name to keep from overwriting images.
          You may click Load Selected to load a single tile, or Load All to load the entire image as individual tiles.
          Once finished you may close the form.

    0.4.2.0 (5/12/07):
    • 16x16 Tiles removed for now due to technical issues with this size
    • Resolution added when creating New Map. Adjusts the display size of map.
    • Exporting of a lua map added
    • Exporting of scrolling lua maps added. Exports 2 files. One is the map info, the other the main game code.
      (Future versions will include a player with the scrolling map)

    0.3.0.0 (5/2/07):
    • Editor now draws three separate layers: BackGround, Object, and ForeGround
    • Select layers to draw tiles on.
    • Select which layers you want to view. View only one, or view two, or all three. Any combination.
    • Fill layer added. Will fill an entire layer with the currently selected tile. This will overwrite all other tiles on the layer.
    • Fill Empty Tiles added. Will fill all unused tiles on the active layer with the selected tile. Will not replace tiles already placed on the layer.
    • Clear Layer added. Deletes all tiles on the active layer.
    • Clear Map added. Deletes all tiles on the entire map, including all three layers.

    0.1.2.1 (4/28/07): [Note: Program displays as version 0.1.2.0]
    • Map drawing routine recoded to draw only tiles within the viewable area of the map. Any size map should work fast now
    • Tools menu option added, along with "Fill layer with selected tile" which fills the entire layer with the current tile thats selected

    0.1.2.0 (4/28/07):
    • Map creation area now scrolls with scrollbars

    0.1.1.1 (4/27/07) :
    • Right mouse button now deletes tiles in map. Left draws tiles
    • Custom Colors for Grid now works

    0.1.1.0 (4/26/07) :
    • Load Single Tiles
    • Create map using 16x16, 32x32, or 64x64 tiles
    • Map editor currently does not scroll map outside the initial 800x600 screen
    • Turn Grid on or off.
    • Set grid style to dash, dot, or solid
    • Three grid colors. Custom currently isnt implemented
    • Open and Save in menu do not function currently

    Possible Future Additions
      Thumbs Up = Has Been Added
    • Ability to load Tile Sheets as well as single tiles. Possibly load all images within a folder
    • Thumbs Up Multiple Layers. Probably 3
    • Thumbs Up One click Fill Map with a single tile (ex: for grass)
    • Thumbs Up Ability to replace tiles placed on map with a different tile
    • Remove loaded tiles if unwanted
    • implement Save Map and Open saved map
    • Transparency
    • Collision
    • Test Map in real time inside the tile editor itself
    • ...More to come
    [/list][/list]
    « Last Edit: May 20, 2007, 10:05:34 PM by Charlie »

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    Read April 27, 2007, 09:27:02 AM #1
    emcp

    Re: EvilMana Tile Editor

    Finally

    a pc tile editor ill download it later
    (although i think ill stick to LUMM until collision is implemented)

    BUT GREAT WORK A PC BASED TOOL


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    Read April 27, 2007, 07:20:38 PM #2
    cools

    Re: EvilMana Tile Editor

    Hmm... Sounds good, but you should allow devs to create "plugins" allowing them to specify how to export the file.

    For Example:
    Code:
    [Block Dude] --Name of plugin
    level = {}
    level[#level_number] = {level_number_data}
    playerx = #startx
    playery = #starty

    which would make something like this:
    Code:
    level = {}
    level[3] = {1,1,1,1}
    level[2] = {1,5,4,1}
    level[1] = {1,1,1,1}
    playerx = 3
    playery = 2

    and also let the "plugin" use a tile numbering system:

    For Example:
    #tiles = image.png
    #width = 24
    #height = 24
    #tile_num = 7
    #start_tile = 3 or 6
    #dont_use_tile = 7
    #blank_tile = 4
    #set_tile_blank = 3 or 6

    The start_tile can only be used once, and is used to find the startx and starty. dont_use_tile would let you know use that tile number. air_tile would set all blank tiles to 4. Set_tile_blank would set the tile number(s) to the blank tile.

    I'm just throwing out ideas... You dont need to use them, but it could make the program a little more compatible.
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    Read April 27, 2007, 07:42:26 PM #3
    Charlie

    Re: EvilMana Tile Editor

    yeah i had thought about that as well cools


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    Read April 27, 2007, 08:14:22 PM #4
    Merick

    Re: EvilMana Tile Editor

    lol hey, how about a plugin to export to LuMM format?  Silly Tongue
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    Read April 28, 2007, 08:56:51 PM #5
    bronxbomber92

    Re: EvilMana Tile Editor

    Are you using C# for this? You might be able to make this cross platform if you use the Mono framework, instead of .NET 2.0 Smile
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    Read April 28, 2007, 09:25:10 PM #6
    Charlie

    Re: EvilMana Tile Editor

    i'll look more into cross platform once my full version of visual studio 2005 arrives Smile


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    Read April 29, 2007, 08:00:08 PM #7
    nathan42100

    Re: EvilMana Tile Editor

    Not working for me in IE


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    Read April 29, 2007, 08:14:11 PM #8
    Charlie

    Re: EvilMana Tile Editor

    I've uploaded a zip file containing an exe version for those who have trouble downloading
    This doesn't have to be installed in any way, but it will not detect updates.
    http://evilmana.com/EvilManaTileEditor.zip
    « Last Edit: April 29, 2007, 08:16:49 PM by Charlie »

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    Read May 02, 2007, 08:19:52 PM #9
    Charlie

    Re: EvilMana Tile Editor

    Another update today. Slowly but surely getting a bit more features...


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    Read May 05, 2007, 09:45:13 AM #10
    pjspeedy

    Re: EvilMana Tile Editor

    theres a very tiny little bug. When you try opening a file theres a drop down menu where you can choose a file type which has the options:

    windwos bitmap
    JPEG
    JPG
    PNG

    I just wanted to point out the windwos bit.

     
    Read May 05, 2007, 04:30:53 PM #11
    Charlie

    Re: EvilMana Tile Editor

    lol thanks pj. Will fix that.
    I have added in the ability to export a map to lua. I'm not releasing a new version though until i get more saving and exporting options implemented.
    Report any bugs or crashes to the forum. It's much easier for a user to find bugs than it is for the creator of the program.
    « Last Edit: May 05, 2007, 04:38:38 PM by Charlie »

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    Read May 06, 2007, 07:12:33 AM #12
    emcp

    Re: EvilMana Tile Editor

    its a really great tool just please focus on the collision and ill be on it all night and day

    great tool getting better

    (especially the fill layer [i only wish LUMM had that] also can you add more and more tilesheets to it after you already started)


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    Read May 06, 2007, 04:11:25 PM #13
    Charlie

    Re: EvilMana Tile Editor

    In the end tilesheets and tiles should be pretty much unlimited. Also the ability to delete loaded tiles will probably be added.
    I also plan to make the editor less strict of the tile size, since say grass is fine as 32x32, but a tree might be 64x64 on your map.
    One thing at a time, it'll get there Tongue


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    Read May 07, 2007, 06:59:46 PM #14
    Charlie

    Re: EvilMana Tile Editor

    I'm doing a lot of work on the editor right now but as an update I can say that the following things are 100% sure to be in the next release:

    * Change screen resolution for map. This will adjust the map in the editor to the chosen screen size. For example if you choose
       480x272 it will resize the map in the editor to the size of the PSP screen.

    * Export - Lua - Map Only
       This will export lua code which will simply load your tiles and map into arrays, but will not do any drawing of the map to the screen.

    * Export - Lua - Scrolling Map
       This will export lua code that will load your tiles and map, draw your map to the screen (drawing only the tiles that appear onscreen),
       and scroll your map (with edge of map boundaries) using the directional keys.
       There will be two steps to accomplish this:
       1)Make your map in the editor
       2)Click Export - Lua - Scrolling Map
       Doing so will export 2 lua files. One will hold your tiles, map, and some screen and map dimension variables while the other file
       will do the drawing, scrolling, and moving.
       This will allow you to easily change to a different map if you wish by simply exporting a new map from the editor and changing the file     
       to be loaded at the top of the main game code file.


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