Tilemap editor

Community Forums/Showcase/Tilemap editor

lonnieh(Posted 2005) [#1]
Hi all, I've been learning BlitzMax since I downloaded the demo a few weeks ago, I bought it and I've managed to start my first project, a tilemap editor, below is a link to a small video (in XviD) demonstrating the grid, with smooth scrolling via the mouse. Hopefully, I can implement layers, and I'm currently working on the tile 'brush' to add effects to individual tiles. Anyone else have any good ideas, or features?

http://lonnieh.1l.com/dl/grid_xvid.avi

EDIT: nothing special, does nothing at all, but gives the general idea of the minimalistic feel I'm going for...
Left Click - throw a tile up
Right Down - adjust viewport with mouse
WASD - move viewport, also acheivable by moving mouse to the sides of the screen
R - increase grid size
F - decrease grid size
G - toggle grid
Compiled for win32 - http://lonnieh.1l.com/dl/grid.zip


altitudems(Posted 2005) [#2]
Looks Good. Interesting interface. I Like it!

Layers are easy, but let me know if you need help.

Could you explain this "Brush" idea a little more?

Hmmm. Ideas.

Well the engine I'm working has the following so far:
* Multiple floors each with there own drawing levels
(Bridges, Tunnels, etc.)
* Tile animation
* Multiple camera system (Makes split screen easy)
(Zoom, Shake and other effects)
* Inteligent Camera follow
* Per-Pixel lighting system with almost unlimited sources
(Same performance no matter the amount of lights)


ImaginaryHuman(Posted 2005) [#3]
How are you doing your lighting?


lonnieh(Posted 2005) [#4]
When I say 'brush' (I'm sure I'm off on my terminology here :-D) I'm speaking of a collection of properties that a tile, or sprite, could have, such as color, alpha, blending mode, 'midhandling', and other properties that would need to be controlled by the engine itself, such as rotation (for fans and the likes). Say, you place a tile where you like it, or even a number of tiles, you then create a 'brush' with an alpha value of around .4. You could then apply the 'brush' to those tiles, so changing any of the properties of those tiles would be as easy as changing one 'brush'

Per-pixel-lighting? Su-weet!


altitudems(Posted 2005) [#5]
I'll share my lighting technique some time, It's actualy very simple.
Good part is that it uses strait Max2D. When It's completed I'll post it. My guess is it could be improved upon.


altitudems(Posted 2005) [#6]
Those brushes sounds like a neat idea. Can't wait to see what you do with them.

Sorry if I'm hijacking your thread. But here are some screenshots of the lighting in action:




lonnieh(Posted 2005) [#7]
Not a problem at all, screens look nice :-D


flaith(Posted 2005) [#8]
great, but, for the viewport, i use a french keyboard :)

AZERTYUIOP..
QSDFGHJKLM..
.WXCVBN....


lonnieh(Posted 2005) [#9]
Alright, I'll definately keep that in mind. Is there a way to check for differing keyboard layouts?


ImaginaryHuman(Posted 2005) [#10]
Hmm lighting looks pretty good except it looks a little bit like a bunch of spotlights disjointed. Maybe have different shapes?


altitudems(Posted 2005) [#11]
Different shape are very easily acheived. You could use any shape you want. You could even cut out of each light to represent shadows if you wished.


tonyg(Posted 2005) [#12]
altitudems,
Are you ready to showcase this in a dedicated thread?


altitudems(Posted 2005) [#13]
Good Idea, Sorry lonnieh.


lonnieh(Posted 2005) [#14]
Doesn't bother me at all :-D


altitudems(Posted 2005) [#15]
Thanks lonnieh.
I posted the source here:
http://www.blitzbasic.com/Community/posts.php?topic=49403