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Would you use TileD for your projects?
Yes, been using it long time now. 0%  0%  [ 0 ]
Yes, I checked it out and it feels great. 67%  67%  [ 2 ]
Not sure, I'll think about it. 33%  33%  [ 1 ]
No, I have another program/system. 0%  0%  [ 0 ]
Total votes : 3
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PostPosted: 2015/11/29, 11:08 
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Update!

Added support for external tileset files (.tsx).
Optimized tilemap data loading: There's was some issues when reading attributes, because of my ultimate skill of doing hardcoded-stupidness...

Still need to add some tileset related stuff, such as tile properties and propability (noticed them just now, heh).
Next thing to add: building RigidBody shapes with Moore's Neighborhood algorithm!



EDIT: Also forgot to mention; the objects are currently only data-holders, so I wanted to ask you guys if you wanted to be able to create GameObjects with RigidBodies from them and with ease? For now, there's no rendering whatsoever for them - they only contain data and can be retrieved from ObjectGroups with names.

EDIT #2: For users wanting to test this, you must know that the tilesets used in your tilemaps created with TileD must be loaded into the Dualitor as Materials! They will be automatically loaded as long as the filenames are correct. External tilesets are currently loaded via Duality's FileOp, so they don't have to be in the editor - but they must be in the project's Source\Media folder. If your external tilesets path is for example Tilemap\Tilesets then it will be loaded from Source\Media\Tilemap\Tilesets. When I have the time to look into the custom importers this will change.

EDIT #3: Progress with Moore's Neighboring.

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PostPosted: 2015/11/30, 11:21 
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Glad to see you're making progress, looks promising too. Even though there may be rough edges in the current progress, I like the approach you're taking with getting it to work first and doing polishing later. The "I'll make just this one detail perfect first"-trap is one that's kind of easy to fall into.

misthema wrote:
Next thing to add: building RigidBody shapes with Moore's Neighborhood algorithm!


Ohh, this looks neat. Thanks for sharing! :)

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PostPosted: 2015/11/30, 17:26 
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Adam wrote:
Glad to see you're making progress, looks promising too. Even though there may be rough edges in the current progress, I like the approach you're taking with getting it to work first and doing polishing later. The "I'll make just this one detail perfect first"-trap is one that's kind of easy to fall into.

Thanks! For once I've been able to slur over that exact trap... :rly:

Adam wrote:
Ohh, this looks neat. Thanks for sharing! :)

You're most welcome! If you need something more advanced, check this out.

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PostPosted: 2015/12/01, 12:05 
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I'd be willing to take this to a test, because I can use it in my wee bit of a project.
If working ok, I can even create the dungeons by hand instead of using randomness.

I just got a bit overwhelmed by the immense amount of data in your plugin window.
Is that informative, or can those values be adjusted?

Also, possibly you do not know, but I struggle with git. I tried to use it, but we don't get along. :)

I'll post back with results a bit later.

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PostPosted: 2015/12/01, 19:03 
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eyeliner wrote:
I just got a bit overwhelmed by the immense amount of data in your plugin window.
Is that informative, or can those values be adjusted?

Some are informative, some adjustable; layer's visibilities and tiles are of course adjustable, and tilesets can be switched and these changes can be seen in real-time. Properties in any element and objects are just for yourself to know and use, unless I get some ideas what kind of properties I should teach this plugin to interpret or if you want it to create a GameObject out of TileD's object. ;)

EDIT: Answered the wrong area there, so here's your correct answer: for now, those are mostly for debugging. It's easier to see them there, than let it print all the data I need to see. There will be some settings for the users of course, but I have yet to see how I'm able to do that.

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PostPosted: 2015/12/01, 19:49 
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You answered perfectly! I was interested in that first part.

The log is obviously for information purposes.

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PostPosted: 2015/12/04, 08:11 
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Been progressing pretty well, but got sad after I found this: https://github.com/marshallward/TiledSharp :D
If I would've found this earlier, all would have been much easier and faster, hah xD
Oh well, I'll just look around this one and see if it has something I need. I don't think I'm going to change everything or even dismiss my own code because of this. You might think it as a NIH*-syndrome (*Not-Invented-Here), but it's not. :D

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PostPosted: 2015/12/05, 09:16 
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Little update picture for you guys!

I'm getting there...
Image

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PostPosted: 2015/12/05, 20:10 
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Delicious. I want it complete. ^^

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PostPosted: 2015/12/05, 20:54 
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misthema wrote:
Little update picture for you guys!
image


Nice work!

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