Map Editor
Hi all,
I''m looking to build an isometric tile-based game this year for my 2nd year project. However, one of the first things I want to do is build a capable and easy to use map editor.
Does anyone have any recommendations as to where to get examples and tutorials on how to build an iso map editor?
Thanks guys!
I would just use a text editor. At least initially.
Text editors edit tilemaps, which is basically what you want.
If you want it to seem more isometric, get a laptop and put the screen flat out and look at it from a corner
Mark
Text editors edit tilemaps, which is basically what you want.
If you want it to seem more isometric, get a laptop and put the screen flat out and look at it from a corner
Mark
i''d Suggest you build the Tile Engine first, then the editor.
Start off with plain text files as your map files, or just a static map(Hardcoded into your app).
But basicly you need to know off
Tile maps, Isometric Algorithms, And a good imagination :D
Cheers
Start off with plain text files as your map files, or just a static map(Hardcoded into your app).
But basicly you need to know off
Tile maps, Isometric Algorithms, And a good imagination :D
Cheers
Obviously use hard-coded tile maps while you''re developing your basic engine before you get on to map editors.
I always do that
Mark
I always do that
Mark
I'd say it depends on how advanced your tile engine is going to be. I am planning on having pictures that span more than one tile, tiles and pictures that can be stacked on top of eachother, over-hangs etc... it can become very tiresome to try out every combination without a proper tile editor. I even find it pretty tough with a tile editor.
But for a one layered engine I would imagine that a text editor would be the way to go, atleast for starters.
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[edited by - Herr_O on April 18, 2004 3:46:57 AM]
But for a one layered engine I would imagine that a text editor would be the way to go, atleast for starters.
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[edited by - Herr_O on April 18, 2004 3:46:57 AM]
I agree that you should make your own. Games are only as good as the tools used to make them, and are made great by the note-worthy imagination of it's creator(s).
Check out this article
http://www.paranoidproductions.com/gamedesign/pdfs/GameDesignChapter19.pdf
It's a PDF version of the popular Gamasultra's "Designing Design Tools" article, which is a chapter taken from
Game Design: Theory and Practice." I'm sure that you'll find it useful.
[edited by - ChronosVagari on April 18, 2004 12:11:48 PM]
Check out this article
http://www.paranoidproductions.com/gamedesign/pdfs/GameDesignChapter19.pdf
It's a PDF version of the popular Gamasultra's "Designing Design Tools" article, which is a chapter taken from
Game Design: Theory and Practice." I'm sure that you'll find it useful.
[edited by - ChronosVagari on April 18, 2004 12:11:48 PM]
Thanks guys. I appreciate the posts.
And yes, I am planning to do more than a one-layered map, so something more than a text editor will be required.
Thanks for the links and info!
And yes, I am planning to do more than a one-layered map, so something more than a text editor will be required.
Thanks for the links and info!
A simple map editor can be as easy as translating a mouse click on the screen to a map coordinate and setting a value in an array. Most of it depends on your idea of what a "tile" is. Once you figure out what you want a tile to consist of, you can associate a tile with an image. It is common to have different tiles sharing the same image i.e. doors so try not to confuse the word tile with an image. A simple map can consist of a 2d array of tiles. Deciding on how to save/load the individual tile information and map dimensions is up to you but for the most part, once you figure out how to save a 2d array of integers and read them back in the same order, saving/loading tile information isn''t much of a stretch from there.
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