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cha0s
Egg-Sucking Troll Humper


Joined: 16 Dec 2003
Posts: 37
Location: This cramped little box.

PostPosted: Tue Feb 14, 2006 12:09 pm    Post subject: gMap, my editor [quote]

gMap is my proggie for generating tile based maps, for like rpgs n stuff.



that was the old version of gMap, here are some shots from the newest build of it:







btw, gMap is what is used to make the maps in LL, source can be found here
http://www.sourceforge.net/projects/lynn

(latest build when anonymous CVS updates..)

and for all you c fanboys out there guess what

IT WAS WRITTEN 100% IN BASIC

FreeBASIC, that is. and all graphics are using FB gfx primitives, like PUT

4 out of 5 artsy furries recommend it!
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BadMrBox
Bringer of Apocalypse


Joined: 26 Jun 2002
Posts: 1022
Location: Dark Forest's of Sweden

PostPosted: Tue Feb 14, 2006 3:07 pm    Post subject: [quote]

It seems sweet. Is there any sourcecode included?
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BadMrBox
Bringer of Apocalypse


Joined: 26 Jun 2002
Posts: 1022
Location: Dark Forest's of Sweden

PostPosted: Tue Feb 14, 2006 3:11 pm    Post subject: [quote]

Reading the entire post makes my earlier question seem stupid.
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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

PostPosted: Thu Feb 16, 2006 4:17 am    Post subject: [quote]

It's not Tiled.


:P


(pants)
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cha0s
Egg-Sucking Troll Humper


Joined: 16 Dec 2003
Posts: 37
Location: This cramped little box.

PostPosted: Thu Feb 16, 2006 11:16 am    Post subject: [quote]

biggerUniverse wrote:
It's not Tiled.


:P


(pants)


i didn't get that...
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LeoDraco
Demon Hunter


Joined: 24 Jun 2003
Posts: 584
Location: Riverside, South Cali

PostPosted: Thu Feb 16, 2006 6:06 pm    Post subject: [quote]

Tiled is one of biggerUniverse's pet projects, which purports to make developing tile maps of a variety of forms, in a variety of formats, extemely simple.

That, and it isn't coded in a BASIC variant.
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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

PostPosted: Sun Feb 19, 2006 4:34 am    Post subject: [quote]

LeoDraco wrote:
Tiled is one of biggerUniverse's pet projects, which purports to make developing tile maps of a variety of forms, in a variety of formats, extemely simple.

That, and it isn't coded in a BASIC variant.


Yeah, in some cases "purport" is about all it does... We're working on it!
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cha0s
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Joined: 16 Dec 2003
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PostPosted: Sun Feb 19, 2006 4:40 am    Post subject: [quote]

well, you're gonna have some tough competition from this "basic variant" ;) mine is operational, josiah is the only one besides me who knows how to use it ;P
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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Sun Feb 19, 2006 5:10 am    Post subject: [quote]

cha0s wrote:
well, you're gonna have some tough competition from this "basic variant" ;) mine is operational, josiah is the only one besides me who knows how to use it ;P

But come on, if I can figure out how to use it... :p
It has everything I need and all the features are perfectly functional. I smell a touch of elitism coming from the Tiled crowd. ;)
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Ninkazu
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Joined: 08 Aug 2002
Posts: 945
Location: Location:

PostPosted: Sun Feb 19, 2006 6:16 am    Post subject: [quote]

I'm hoping to incorporate some new things that Tiled hasn't touched into my map editor. Right now I'm trying to get XML up and running, but after that I have a tree menu to write up.

Basically, collision isn't with tiles, but line segments on their own layers. Tile layers are attached to collision layers. Scripts (in the game) can change your collision layer so you can effectively go under a bridge, up some stairs, and over the bridge.

Tools will include, circle marquee, marquee, lasso, polygonal lasso, fill, flood fill, square brush, circle brush, pattern brush... and more if they turn up to be something useful.

The whole application is set up to work like a windows MDI app. I'm going to have to implement a bit of sleeping routines to keep everything from being redrawn every frame, but that won't be too hard. My biggest tast ATM is to get the open/save file dialog made, and XML running so I can easily define dialogs to call from the application.

I'd like to do so much with this editor.. I think I have to change my text engine a bit though. Right now I'm saving whole strings in vram. I should use glyphs since the file dialog will have so many strings...

Anyway what was I talking about? Whatever, I'm getting some sleep.
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cha0s
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Joined: 16 Dec 2003
Posts: 37
Location: This cramped little box.

PostPosted: Tue Feb 21, 2006 7:44 am    Post subject: [quote]

ninkazu, have you screwed with fb at all? its tasty and less filling
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Ninkazu
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Joined: 08 Aug 2002
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PostPosted: Tue Feb 21, 2006 2:30 pm    Post subject: [quote]

I prefer my C++. Besides, using FB isn't going to change the fact that trees are a pain to program. I did get XML working btw, but now I have to program in support for all the different tags :/
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zenogais
Slightly Deformed Faerie Princess


Joined: 10 Jan 2006
Posts: 34

PostPosted: Wed Feb 22, 2006 2:04 am    Post subject: [quote]

Ninkazu: I'd recommend TinyXml, It's C++ DOM XML parsing and it's really, really, easy to use. It's not fully featured, but it is lightweight and I've been using it for my simple map file format.

Last edited by zenogais on Fri Feb 24, 2006 12:56 am; edited 1 time in total
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Ninkazu
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Joined: 08 Aug 2002
Posts: 945
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PostPosted: Wed Feb 22, 2006 2:14 am    Post subject: [quote]

Naw, I'm happy now that libxml2 is working. I'll look into it if I use XML realtime in the engine, but I think we're just going to stick with LUA for the engine.
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LeoDraco
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Joined: 24 Jun 2003
Posts: 584
Location: Riverside, South Cali

PostPosted: Wed Feb 22, 2006 2:30 am    Post subject: [quote]

To jump on the XML library alternatives bandwagon, I like libxml++, which is a neat OO wrapper about libxml2. It's a hell of a lot easier and cleaner to use than libxml2 is.
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