Posts: 109
Threads: 72
Joined: Dec 2009
No Big Tilesets please
The Maximum depends on your graphics card mine was 2048x2048
Really it defeats the purpose of having a tile based system if you have a huge tileset where not many of the tiles are used.
Posts: 867
Threads: 15
Joined: Nov 2009
ok I see ^^ ty for your reply
Posts: 109
Threads: 72
Joined: Dec 2009
I have sold out to the man LOL Well.. not exactly...
So now this is my senior design project at my college, and for the next four months I have little control (maybe) on what I do next. Whats going to happen is that there going to be two different versions of the program (btw the project is to add more functionality which some of it is going to be for the Gameboy Advance). I'll port the features I make for the GBA specific version here haha.
But yeah this is a superwin for me and a win for them. One I get two programmers (who I know) to help me with this (though I need no help). Two after this semester is over people will actually be using this program! Three I get to work on this program during this semester. Four this shall be an easy A for me. All they get is just my program and not some shitty editor like MapEd which doesn't even run well on my laptop LOL.
but yeah more bug fixes haha making the program look better with fewer crashes/bugs XD
Quote:29 January 2010
released version 0.8.4 of TilemapEditor
Change log:
-Fixed: Map did not refresh correctly on Clear
-Fixed: Hiding the layer you currently are editing now makes the app yell at you
-Fixed: When loading a tileset the tile window fully snaps to the image width when loaded.
-Fixed: When changing a tileset or tile dimensions if a tile becomes invalid it will be set to -1
-Fixed: Bug when opening and then creating a new map
-Fixed: Bug with Erase Tool
Also Punk 1) I will fix next version 2) should already be fixed in this version!
And another!
Quote:31 January 2010
released version 0.8.5 of TilemapEditor
Change log:
-Fixed: If you load the same image twice the application asks if you want to replace the first
-Fixed: Save always brought up the filedialog window
-Updated: Map name is now displayed in the title bar
-Fixed: Config file was being saved in the wrong place sometimes.
-Updated: You may now save to image if there is no tileset (before the app ignored it)
-Updated: Cooler Selection Rectangles
-Fixed: Resizing the editor when you had a tile selection killed the selection.
-Fixed: Creating a new selection on the map required two clicks (now you can just select outside of the selection)
-Fixed: Erase Tool and Rectangle Tool use when first click is out of bounds
Posts: 550
Threads: 62
Joined: May 2009
Ok OK, i have to be serious now.
I was going to make this app!!!
(but maybe i was going to do something more evil with it, like sell it)
I need to know what you used to do the new GUI design!
another thing, you use Code::Blocks!!!! Yeah!!!
everyone else in my class use some other IDE(they are complete idiots except when they are using VC).
Would you mind posting your program's implementation since its Free?
Posts: 109
Threads: 72
Joined: Dec 2009
No comment.
Quote:28 February 2010
released version 0.9.0 of TilemapEditor
Change log:
-New: You may now dim lower layers
-New: You may now set the grid size in tiles
-New: TileBased Collision Layers
-Fixed: On loading a map where the image is missing the application now asks for that image instead of exploding
-Fixed: Fixed a couple of bugs with Undo/Redo
Posts: 109
Threads: 72
Joined: Dec 2009
Haha well I feel that I can call this V1.0 now. I have fixed plenty of bugs and redid some of the things in the program. So there are a lot of changes in this version if anyone just happens to have did something with this your .map files are now incompatible you are still able to load it within the program though (File > Import > Other).
Quote:30 May 2010
released version 1.0.0 of TilemapEditor
Change log:
-New: XML Exporting / Importing
-New: GBA formats Exporting
-New: User Manual
-New: Improved .map format (see Technical Information in User Manual for specification) the program will still load the older version.
-New: Advanced Import / Export (use this to open maps saved in the older format)
-New: Map Walker Program to test collision and a generic starter for games.
-New: Playtesting maps from within the program
-New: You can now zoom in/out the tileset
-Fixed: Selection when selecting from different corners
-Fixed: Selection not vanishing when switching from Select Tool.
-Fixed: Zooming in on map is a lot nicer (camera stays in its position)
-Fixed: Tile Window always changing when image loaded / changed map properties. Now it only changes when a new image is loaded or tileset zoom changes
-Fixed: In addition made the Tile Window sash change less annoying when loading wide images.
-Updated: Map Viewer Program to work with new map format.
-Updated: You may now load from a txt file
Also as usual any bug reports are appreciated! :D
And lastly here is the Source code for the MapWalker program (IN C++) this can be used to make a basic game that uses maps made by my program
MapWalker
Quote:07 June 2010
released version 1.1.0 of TilemapEditor
Change log:
-New: Map Templates. To use have a map named template.txt (in the proper format) in the same directory as the program.
-New: Map/Layer shifting
-New: Capturing areas of the map and using it as your current tile (Eyedropper)
-New: Save on exit.
-New: File History.
-Fixed: Memory leaks in a couple of special/error cases (TextMapHandler)
-Updated: Now always shows the background of the map in a faint blue.
-Updated: Config file format.
Posts: 32
Threads: 12
Joined: Oct 2009
Glad your still making this Trickster. :)
The only problem I have with it is the redo/undo. The bug is very hard to replicate, but it says retry in the menu error dialogue box and closes before I can do anything. Basically the bug is caused from undo and redo repeating. Although, it is really hard for me to pin point it. I can test it more later to try and figure it out. Good job on the editor. I am using it for my online project.