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DrunkenCoder Demon Hunter
Joined: 29 May 2002 Posts: 559
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Posted: Wed Oct 20, 2004 12:24 am Post subject: |
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I now realize I should have used to term 'cell' since that seems to be the proper lingo for maplocations :)
But always nice to hear about how stuff is structured if you're planning to talking more about engine structure in large an tiled in particular Im all ears. _________________ If there's life after death there is no death, if there's no death we never live. | ENTP
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DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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Posted: Wed Oct 20, 2004 12:37 am Post subject: |
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biggerUniverse wrote: | It's written in Java. There is a jar file in the release, so you will need either the JDK or JRE, and have .jar files associated with Java.
http://java.sun.com/j2se/1.4.2/download.html
Halfway down is a JRE link and a JDK link. The JDK is always preferrable, but the JRE is enough if you don't plan to develop. |
I know..I'm not waiting for java SDk to download..I'm on dialup.
I'm sticking with _my_ map editor. :)
But good luck with Tiled.
DrunkenCoder: get online on MSN ;) _________________ Principal Software Architect
Rambling Indie Games, LLC
See my professional portfolio
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DrunkenCoder Demon Hunter
Joined: 29 May 2002 Posts: 559
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Posted: Wed Oct 20, 2004 12:38 am Post subject: |
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DeveloperX wrote: |
DrunkenCoder: get online on MSN ;) |
actually I am... and talking to a friend at that...
very odd, I'll re-login and see if that helps.
edit: well Im certianly online... now where are you...
anyhow if you need to get ahold of me my email adress is in the profile or send a pm :) if msn keeps monkeying around just name a irc server and chan and i'll get my lazy ass there eventually _________________ If there's life after death there is no death, if there's no death we never live. | ENTP
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biggerUniverse Mage
Joined: 18 Nov 2003 Posts: 326 Location: A small, b/g planet in the unfashionable arm of the galaxy
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Posted: Wed Oct 20, 2004 2:20 am Post subject: |
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DeveloperX wrote: | But good luck with Tiled. |
Thanks! :) _________________ We are on the outer reaches of someone else's universe.
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DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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Posted: Wed Oct 20, 2004 6:03 am Post subject: |
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DrunkenCoder wrote: | DeveloperX wrote: |
DrunkenCoder: get online on MSN ;) |
actually I am... and talking to a friend at that...
very odd, I'll re-login and see if that helps.
edit: well Im certianly online... now where are you...
anyhow if you need to get ahold of me my email adress is in the profile or send a pm :) if msn keeps monkeying around just name a irc server and chan and i'll get my lazy ass there eventually |
I'll PM you about my irc channel. :) _________________ Principal Software Architect
Rambling Indie Games, LLC
See my professional portfolio
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Bjorn Demon Hunter
Joined: 29 May 2002 Posts: 1425 Location: Germany
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Posted: Wed Oct 20, 2004 8:05 am Post subject: |
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DrunkenCoder wrote: | I now realize I should have used to term 'cell' since that seems to be the proper lingo for maplocations :) |
So if you mean the unassigned map locations (which I used to call tiles too, calling tiles tiletypes), Tiled will store them as having a global id of 0. It always makes sure the first tileset used in a map starts at global id 1.
Yeah we should really have a document explaining the format and decisions made.
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DrunkenCoder Demon Hunter
Joined: 29 May 2002 Posts: 559
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Posted: Wed Oct 20, 2004 12:23 pm Post subject: |
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Bjørn wrote: | DrunkenCoder wrote: | I now realize I should have used to term 'cell' since that seems to be the proper lingo for maplocations :) |
So if you mean the unassigned map locations (which I used to call tiles too, calling tiles tiletypes), Tiled will store them as having a global id of 0. It always makes sure the first tileset used in a map starts at global id 1.
Yeah we should really have a document explaining the format and decisions made. |
Well I was just curious :) but it seems like cells without tiles are handled as a special-case then (althoug one that is farily simple to get rid of for a renderer doing some preprocessing).
Always nice to hear about engine internals, _________________ If there's life after death there is no death, if there's no death we never live. | ENTP
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Bjorn Demon Hunter
Joined: 29 May 2002 Posts: 1425 Location: Germany
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Posted: Wed Oct 20, 2004 12:59 pm Post subject: |
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DrunkenCoder wrote: | Well I was just curious :) but it seems like cells without tiles are handled as a special-case then (althoug one that is farily simple to get rid of for a renderer doing some preprocessing). |
Handling cells without tiles as a special case is a natural choice for a generic editor like Tiled, because it allows the user to decide what to do about these cases at the loading or rendering stage, and it keeps some weird situations from Tiled (like what to fill a new map or layer with and what to erase to). All that is needed is a single if statement somewhere in the loader or renderer testing for non-tiles, I think preprocessing is too big a word for this. :-)
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DrunkenCoder Demon Hunter
Joined: 29 May 2002 Posts: 559
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Posted: Wed Oct 20, 2004 1:33 pm Post subject: |
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Well I would couple it in the same stage as optimizing texture usage resolving external references and tileids etc, hence preprocessing. _________________ If there's life after death there is no death, if there's no death we never live. | ENTP
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BadMrBox Bringer of Apocalypse
Joined: 26 Jun 2002 Posts: 1022 Location: Dark Forest's of Sweden
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Posted: Thu Oct 21, 2004 1:49 pm Post subject: |
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Geeez. I acually missed the comp! I thought it was this upcoming weekend! Goddamn. Well, I can at least join up and do the game anyway now that the contest is extended.
Im... not sure it can come up on rpgdx on monday thought... argh... Im so stressed out, life, games, girls, alcohol... _________________
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