Re: Discussion for a LOVE Tile Map Editor
Posted: Mon Oct 13, 2008 6:00 am
@retroman: Well, I mean, technically, they did exist back in the 'old days.' After all, even Super Mario Bros. had a sophisticated physics engine (for its time, anyways). But physics engines have evolved to a state where they don't make assumptions like 'we're only gonna have these kinds of obstructions' or 'we're gonna have sprites with this shape' to a deal like 'here's this arbitrary mass in this arbitrary system filled with other masses of random polygonal shapes and joints and things and we'll simulate this physical system ok? ok!'
It's really all kinda cool...
@rude: Of course, if the filesystem support was to be extended...
but yeah, it is kinda a security risk...
@all: I'm looking into Qt (which is really nice). Hopefully, after a bunch of personal obligations have past, I will be able to sit down and code this fabled tiled map editor with polygon obstructions and cool things... since I was alway lacking one of these things.
Anyways, onto a file format proposal:
DISCUS.
It's really all kinda cool...
@rude: Of course, if the filesystem support was to be extended...
but yeah, it is kinda a security risk...
@all: I'm looking into Qt (which is really nice). Hopefully, after a bunch of personal obligations have past, I will be able to sit down and code this fabled tiled map editor with polygon obstructions and cool things... since I was alway lacking one of these things.
Anyways, onto a file format proposal:
Code: Select all
[Header]
[MapName]
[Author]
[DateModded]
[StartupScript]
[ExitScript]
[Other header blabla?]
[/Header]
[Tileset]
[PathToTilesetImage]
[TileWidth]
[TileHeight]
[TilesPerRow]
[TotalTiles]
[NumAnimations]
[Animation(s)] - So, I was thinking of using negative numbers to represent animation indices starting at -1, to distinguish them from static tiles
- Suggestions? Should it be a continuous sequence of tiles, or should it be a bunch of arbitrary tiles? Animation by frames or by seconds? Static or dynamic frame times? Blahblah?
[/Animation(s)]
[/Tileset]
[NumRooms]
[Room(s)]
[RoomName]
[NumLayers]
[Layer(s)] - from bottom to top, I guess
[LayerName]
[Lucency]
[TileWidth]
[TileHeight]
[TileXOffset]
[TileYOffset]
[TileXParallax]
[TileYParallax]
[LOTSA TILE/ANIMATION INDICES]
[/Layer(s)]
[CollisionData]
[NumPolygons]
[Polygon(s)]
[CollisionMask]
[NumPoints]
[PointsXY] - By pixel... subpixel, even
[/Polygon(s)]
[/CollisionData]
[Zones]
[NumPolygons]
[Polygon(s)] - Box2D supports callbacks... right?
[EntranceCallback]
[InsideCallback]
[ExitCallback]
[CheckMask]
[NumPoints]
[PointsXY]
[/Polygon(s)]
[/Zones]
[/Room(s)]