Map editor

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Par MsxKun

Paragon (1038)

Portrait de MsxKun

26-09-2021, 14:55

sd_snatcher wrote:

Weird. I tried the script made by MsxKun, but while it does show up in the export menu, it doesn't save any file. At least on macOS.

I checked anmd the code I posted is the one I'm used on Tiled. Dunno why doesn't save on your Mac. When the code returns the buffer, Tiled saves.
Maybe it needs to have one layer selected and if you don't select any it won't work?

Par MsxKun

Paragon (1038)

Portrait de MsxKun

26-09-2021, 15:00

theNestruo wrote:

I prefer to have my tools outside Tiled because I can integrate them in a makefile or in a build script (but other people may prefer otherwise!)

Many ways to do things, and all are good if they serve the purpose. Just choice the one who fits your needs better and makes you be more productive, or it's more handy... Smile
At this point I just can use Gimp for GFX and export to MSX direct from there, and Tiled for maps, but I still kinda prefer TileStudio, cause it's both in one.
And I still have the outside tools, some custom, some purely standard. In the end no tool is ever finished as it's always evolving and changing depending on the actual needs Tongue
But hell, it's much better than when we only had MSX-Basic to make sprites using DATA or ,as much, some Aacko Draw & Paint (or similar) to make GFX and save into unlabeled tapes Tongue

So yay for big number of choices!

Par Grauw

Ascended (10158)

Portrait de Grauw

26-09-2021, 16:34

Anyone using LDtk?

Par MsxKun

Paragon (1038)

Portrait de MsxKun

26-09-2021, 16:49

Grauw wrote:

Anyone using LDtk?

No, but looks cute. I'm going to try it, thx! Cause try new stuff is part of the fun of development :D

Par sd_snatcher

Prophet (3486)

Portrait de sd_snatcher

26-09-2021, 16:50

@MsxKun

Do you know how do I debug this with VSCode? IOW, what do I need to do so the VSCode debugger can connect with the export script, running inside Tiled, at the correct time?

Par MsxKun

Paragon (1038)

Portrait de MsxKun

26-09-2021, 17:21

sd_snatcher wrote:

@MsxKun

Do you know how do I debug this with VSCode? IOW, what do I need to do so the VSCode debugger can connect with the export script, running inside Tiled, at the correct time?

No, sorry. Maybe Tiled has some sort of command line (like BMP2MSX had) where you can say to export some file, but I never checked that. Usually (almost always 99,99% times) when I do maps I do maps, export, and assemble later to update. And once maps are done I don't need to care. Lazy as I am, never tried to make it all at once Smile Yet.

But, after a quick search i found this: https://discourse.mapeditor.org/t/command-line-arguments/623

[bjorn@thor ~]$ tiled --help
Usage:
  tiled [options] [files...]

Options:
  -h --help           : Display this help
  -v --version        : Display the version
     --quit           : Only check validity of arguments
     --disable-opengl : Disable hardware accelerated rendering
     --export-map     : Export the specified tmx file to target
     --export-formats : Print a list of supported export formats

So it seems doable.

Par sd_snatcher

Prophet (3486)

Portrait de sd_snatcher

20-11-2021, 22:31

Grauw wrote:

Anyone using LDtk?

At a first glance, it looked more geared towards modern projects...

Does it have support for plugins, so it can be extended to load/save our legacy binary level formats?

Par Grauw

Ascended (10158)

Portrait de Grauw

23-11-2021, 19:32

Well I haven’t used it much yet beyond giving it a quick go so I couldn’t speak much for it myself… It would be nice to hear about the capabilities from someone who’s used it! It does seem like a capable alternative that I haven’t seen mentioned here much or at all.

Can you explain what makes you say it looks more geared towards modern projects? (Other than that it looks snazzier than Tiled Tongue.)

In my workflow with Tiled I pass the tile map data in Tiled’s own file format through a build script which converts it to an assembly file for inclusion in the rest of the project. I would assume that LDtk outputs a similarly easily parsable format, I would just have to update the conversion script, so that would make it equally suitable. I prefer to directly integrate the source format into my build scripts rather than having to export manually all the time and maintain a separate plugin for it.

Par sd_snatcher

Prophet (3486)

Portrait de sd_snatcher

23-11-2021, 21:49

Grauw wrote:

Can you explain what makes you say it looks more geared towards modern projects? (Other than that it looks snazzier than Tiled Tongue.)

By "modern project", I also include "modern retro projects" Wink . IOW, new projects were you have:

  1. Full control of the whole set of tools being used
  2. No need for the editor to be used by the end user to create custom levels

But my use cases are a bit different:

  • Allow levels to be edited for existing MSX games that either don't have an editor, or have a somewhat archaic/cumbersome built-in editor. But instead of reinventing the wheel over and over with one custom "PC editor" for each game, it's much easier/more effective to create load/save plugins for Tiled
  • To have a way to provide a level editor for new games, either because of space constraints (Yazzie Remastered was a 32KB ROM, so no space for a fancy editor), or just because I'm a single person who needs to focus more on the game itself rather than on an editor to get any project finished. Wink
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