Thanks. Actually I planned to add it but didn't know how was called.
Nice tutorials.
Thanks. Actually I planned to add it but didn't know how was called.
Nice tutorials.
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There are only two undeniable truths in this universe:
- Human stupidity has no limits.
- I'm the less tenacious programmer ever.
Anyway, after playing with Tiled I decided to continue with this project, as I really need a simple tilemap editor (I'm still wondering why are other ones so complex ).
But (and here is where my human stupidity is involved) I didn't found a clean copy of the project. It seems as I forgot to do a back-up of the latest barely-stable version and I had found a broken one. Broken because it has an unfinished "brush-selector" much like the original TileStudio one. So (more stupidity involved) I started to clean and fix, and I decided to wipe-out Allegro from the program. I started to use LCL's TBitmap and TPicture components. They aren't as bad as I remember. But not everything is wrong: I did some smart work with a few wrapper classes around Allegro's bitmaps so porting isn't so big pain. The bad thing is it loads BMP files only. But it's 0k now.
At the moment it seems to import tiles correctly. Now I should update the tile selector.
Last edited by Ñuño Martínez; 19-08-2016 at 05:46 PM.
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After playing with code, I'm stuck. There's something in TBimap, TPicture, TPaintBox and TCanvas that I don't understand. Sometimes they don't render what is supposed to. I'm tired of this so I decided to hack the Allegro.pas' demo map editor. Fortunately I can borrow some stuff from the work I did.
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there doesn't seem to be a big difference between the two. I choice Sdl 2 as it seem's the most popular. my needs are small since I work mostly with my own code. I am working on similar tools but more focus on procedural design. at the moment I am reworking the core a bit so it would be easier to adapt to other frameworks like Allegro. I had hoped that there would be a pdg game engine but it seem's the tweaker's killed any chance of that. I would have adapted my work to it. any progress in your work?
Thanks, I hadn't noticed that it was actually saving BMP files instead of PNG. I removed Bitmap.Free to make it compatible with the rest of the code.
I finally got the code generation to work now, at least for a simple project. It does still need to be tested a lot more to make sure all commands work properly.
Nice to read this.
My game engine has its own simple and limited map editor but once TileStudio is up and running I'll work on one or two tsd files if possible (I'm using IFF file format and need to calculate sizes in bytes).
Last edited by Ñuño Martínez; 23-03-2017 at 10:40 AM.
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