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I like to move it!

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Hello!

Things are moving:
  • I have got the new picking routine working properly.
  • I have made a new, faster and better looking bloom shader (25 sample blur instead of 9).
  • It is now possible to play and stop animations. This is useful when you want to add tiles next to other animating tiles that are already present and you want them to cycle and loop.
  • There is now a grid in the background.
  • I have implemented a short tip when buttons and tools are pressed, describing how to use them.
  • Bug fixes, bug fixes and bug fixes.
I will probably post a new version of the editor tomorrow.

Still to do:
  • Write a document that describes how to actually use the editor for your own purposes, loading maps and displaying them for instance.
Here are a few screen shots to liven up this post.


The grid, a dark blueish color.


The tool tip can be seen in the upper left corner.
Bloom is also enabled in this screenshot.

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Looks quite nice. I presume the objects aren't locked into a grid. At least it didn't look that way in the screenshot. Do objects have some kind of collision detection, or can they overlap?

And what output formats?

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Original post by johnhattan
Looks quite nice. I presume the objects aren't locked into a grid. At least it didn't look that way in the screenshot. Do objects have some kind of collision detection, or can they overlap?

And what output formats?


Thanks!!

The objects can be locked to a grid when placing them. When moving them around you can either use the grid or move them freely. A snap setting is used to toggle between the different snap modes:

Size, the object is placed side by side, when moving the object it is snapped to the grid.

Grid, the object is snapped to the grid when moving and placing.

Free, the object has no restriction and can be placed anywhere.

I have a collision detection routine that can be turned on and off to prevent overlap placement. It is however always possible to move an object inside another when it is already placed.

I save my files in an internal format called *.nmp for now. A small map with around 250 objects comes down to around 75kb of memory when saved.

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Looks awesome! :D

If you have an object placed on free-movement, can you then subsequently snap objects around that specific object, in relation to where the original object was, to create a straight wall made up of several blocks, the first having been placed on free-movement?

- Reelix

P.S: What language is this coded in, and where do you get your tile/object sets? Isometric objects are hard to find... And that Brazier looks cool :D

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Looking brilliant as usual!

I've been following your journal for quite some time now and I must say, it's a real inspiration.

Keep it up!

- Haptic

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If you have an object placed on free-movement, can you then subsequently snap objects around that specific object, in relation to where the original object was, to create a straight wall made up of several blocks, the first having been placed on free-movement?


No I am sad to say, this has not been implemented. I have thought that the grid size is small enough for most situations but there are certain times when free movement is desired, that's why I got the free option for snapping.

Quote:
P.S: What language is this coded in, and where do you get your tile/object sets? Isometric objects are hard to find... And that Brazier looks cool :D


I am coding it in cpp using code::blocks. The graphics are all made by me. I'm glad you like the Brazier

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