Mappy XNA

Published May 13, 2009
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The CodePlex project for accessing Mappy maps works to a degree, but it's a far cry from what would be ideal for using TileMaps from Mappy in XNA.

The first issue is that although Mappy embeds the graphics in the FMP format, the XNA library for it won't actually read these - you need the original graphic file and need to know the row/column count of the Spritesheet. This in itself isn't a huge issue, but I can see a few people getting confused by this requirement - I know I was...

It doesn't seem to support Layers - this could be a fairly big issue if it doesn't - I need to confirm this. My game will use layers for putting on zones that can't be destroyed, for example.

Looking at the interface, it's very rudimentary - there's a host more functionality that could be added - it doesn't seem possible to gain access to the tilemap array itself, for example - and it's impossible to swap out tile graphics for individual tiles (eg: the source rect of the texture being used). I'd also like more control over how the map is drawn - such as being able to draw selective portions of it.

It does have a few nice features, such as being able to pull back which tiles are within a given screen rect.

It's a good start but acts more as a map viewer than something that I could drop in immediately and use for what I need. As it's open source I'll probably end up modifying it and either sending patches to the author or forking it out as a separate project at some point.


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