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DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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Posted: Sat Apr 25, 2009 2:21 am Post subject: Basic SDL Map Editor |
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So I've been working on this for about a week or so, and I figured I'd get some feedback from one of my favorite communities :D
Check it out here:
http://gitorious.org/projects/basic-sdl-map-editor/pages/Home
I'm working on version 0.0.5 right now, that will sport a lot of new features, and sports a "smarter" architecture.
The code is being written in the same coding convention that a friend of mine is using, since he is making use of it, and needs to be able to understand the code.
I personally miss my coding style, but if this style helps him to read it and use it, then I'll live with the change. :)
No, I'm not naive and I'm not trying to replace any of the great tile map editors that are out there.
This is mainly an educational process for both myself and my friend.
Its SDL and should be cross-platform friendly, but as I haven't even begun to start testing other OSes yet, all I can say is that it works on Ubuntu Linux 8.04 on both 64 and 32 bit systems.
other system requirements are a mouse with a scroll wheel, and a screen res higher than 1024x768 at 24 or 32 bpp.
RAM..hmm I'd wager that at least 512MB should be sufficient...maybe.
my system has 4GB and my friend's is 2GB..so any feedback on minimum sys reqs would be appreciated.
the software is still green (its version 0.0.4 as of right now..so not even a version 1 release yet lol! definitely alpha-version software.)
use at your own risk. it shouldn't blow up anything, but I'm not responsible if it does. _________________ Principal Software Architect
Rambling Indie Games, LLC
See my professional portfolio
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Mattias Gustavsson Mage
Joined: 10 Nov 2007 Posts: 457 Location: Royal Leamington Spa, UK
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Posted: Sat Apr 25, 2009 7:13 am Post subject: |
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Just out of interest, is there any specific reason you're making an external editor rather than building the editing capabilities into the game? I've generally found that in-game editors are almost always preferable... _________________ www.mattiasgustavsson.com - My blog
www.rivtind.com - My Fantasy world and isometric RPG engine
www.pixieuniversity.com - Software 2D Game Engine
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RedSlash Mage
Joined: 12 May 2005 Posts: 331
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Posted: Sat Apr 25, 2009 6:51 pm Post subject: |
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Hey, it looks pretty neat! Looks like a platformer game in progress?
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DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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Posted: Sat Apr 25, 2009 9:15 pm Post subject: |
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Mattias Gustavsson wrote: | Just out of interest, is there any specific reason you're making an external editor rather than building the editing capabilities into the game? I've generally found that in-game editors are almost always preferable... |
Yes there is a specific reason.
The person that requested the editor in the first place wanted something that he could reuse to create maps for all his games.
I personally like built in editors (my 48hr mini rpg sports a built in editor for the events and collision..I never did add the tile map editing to it yet...but that was the plan.)
Anyway, this editor is becoming a nice project.
I'm having fun figuring out how to solve the many problems that arise.
version 0.0.5 just got released btw.. :D
I'm writing the user's guide right now. Will be making it available for download soon. possibly by monday. _________________ Principal Software Architect
Rambling Indie Games, LLC
See my professional portfolio
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DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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Posted: Sat Apr 25, 2009 9:16 pm Post subject: |
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RedSlash wrote: | Hey, it looks pretty neat! Looks like a platformer game in progress? |
the screenies sport just a few test maps.
however, the user's guide that I'm working on will have a complete tutorial on how to make a platformer level...and I'm making a small platformer demo to go along with it as an example. :) _________________ Principal Software Architect
Rambling Indie Games, LLC
See my professional portfolio
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DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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df Pretty, Pretty Fairy Princess
Joined: 13 Apr 2009 Posts: 5
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Posted: Mon Apr 27, 2009 2:22 pm Post subject: |
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looks nice from the screenies. What makes this better than TileD? whats your future roadmap like for features added etc?
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DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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Posted: Mon Apr 27, 2009 10:58 pm Post subject: |
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df wrote: | looks nice from the screenies. What makes this better than TileD? whats your future roadmap like for features added etc? |
Never did I say that it was being made to be a replacement for any existing editor.
Its for the use of a friend of mine, and I just decided to release it for anyone who might want to try it out.
I have a few ideas for the next release; that include adding map size and tile set configuration options, and also adding another foreground layer for the purpose of compositing foreground elements.
I am open to suggestions too. But one thing I surely will NOT do is do anything with XML. ;) _________________ Principal Software Architect
Rambling Indie Games, LLC
See my professional portfolio
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xhunter Lowly Slime
Joined: 21 Aug 2009 Posts: 2
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Posted: Fri Aug 21, 2009 7:55 pm Post subject: |
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wow ! a very nice maps ! why don't use add some traps in :p ?
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DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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Posted: Sat Aug 22, 2009 12:41 am Post subject: |
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heh and now you follow me here and drag up old threads?
LOL..for the love of god dude will you please finish learning C++ and finish my workshop so that you can make some games! XD _________________ Principal Software Architect
Rambling Indie Games, LLC
See my professional portfolio
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