Theopholis' Isometric Tile Editor/One day a game
- Jasoco
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Re: Theopholis' Isometric Tile Editor/One day a game
This could come in handy when I decide to make an isometric game again. I was having trouble figuring out how to convert the 2D coordinates to iso coordinates and vice versa. So I gave up and moved on. So I look forward to trying again.
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- Prole
- Posts: 8
- Joined: Fri Jan 17, 2014 9:55 am
Re: Theopholis' Isometric Tile Editor/One day a game
Haha, it seems like we think alike ArchAngel075! I worked on some art and music for a game that never got off the ground two or so years ago (we couldn't figure out exactly what we were making, or even what we wanted to make and lost motivation). I came up with this idea for an interface back then.
I don't think I'll bother with a shiny GUI yet though. Too much stuff left to do under the hood.
@Jasoco You're welcome to open up my files (coord.lua) and steal my math. It took me at least 30 tries, and my brain was on the verge of exploding the whole time I was figuring it out. And there's still a +2 and a -2 in there that are totally necessary, but I just don't know why.
Although if you wait for the next version, the math for the z coordinates will be in there too. I'm almost finished writing all the z axis stuff, but still need to make it more flexible (right now deleting the last block of a layer causes all kinds of issues).
A hex, not a circle, but I really like the way it lines up with the isometric tiles, and highlights the cubic tile that is selected/the player is in. Ignore the terrible naked-man sprite, please.I don't think I'll bother with a shiny GUI yet though. Too much stuff left to do under the hood.
@Jasoco You're welcome to open up my files (coord.lua) and steal my math. It took me at least 30 tries, and my brain was on the verge of exploding the whole time I was figuring it out. And there's still a +2 and a -2 in there that are totally necessary, but I just don't know why.
Although if you wait for the next version, the math for the z coordinates will be in there too. I'm almost finished writing all the z axis stuff, but still need to make it more flexible (right now deleting the last block of a layer causes all kinds of issues).
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- Prole
- Posts: 8
- Joined: Fri Jan 17, 2014 9:55 am
Re: Theopholis' Isometric Tile Editor/One day a game
Alright, here's an updated version with a working z axis (just full blocks).
1 or 2 two switch between block types, 0 to delete.
You can't add layers right now, so use Ctrl N to draw a map with the number you want, and carve out the landscape by deleting tiles.
Saving and Loading does not work.
Height adjusting does not work.
Code is a bit sloppy right now, and I don't feel like cleaning it up until I know what I'm doing with it.
Islands can be created though, without any wasted data on the spaces between. Woohoo!
Anyways, I've gotten a bit lost and bored working on the editor side of things, so I'm going to start working on some gamey things and come back to the editor portions later. I think I'll be limiting the editor to drawing about 3 tiles for now, and may not work it up much past that. I am going to re-enable the smooth height adjustments, but limit them to a half-block difference, as I think this will work best for my game concept. I'm not sure though.
I want to use it to make the maps and control the logic of each tile; the game itself (Turn-Based RPG, hopefully with support for custom dungeons and a live, human GM!) will not draw the tiles, but will use an two image files as overlays (hand-painted levels!), one for the background, and one for the foreground that can be toggled on or off.
Of course, that could all change when I come back to working on the editor.
No readme included this time, so read this first.1 or 2 two switch between block types, 0 to delete.
You can't add layers right now, so use Ctrl N to draw a map with the number you want, and carve out the landscape by deleting tiles.
Saving and Loading does not work.
Height adjusting does not work.
Code is a bit sloppy right now, and I don't feel like cleaning it up until I know what I'm doing with it.
Islands can be created though, without any wasted data on the spaces between. Woohoo!
Anyways, I've gotten a bit lost and bored working on the editor side of things, so I'm going to start working on some gamey things and come back to the editor portions later. I think I'll be limiting the editor to drawing about 3 tiles for now, and may not work it up much past that. I am going to re-enable the smooth height adjustments, but limit them to a half-block difference, as I think this will work best for my game concept. I'm not sure though.
I want to use it to make the maps and control the logic of each tile; the game itself (Turn-Based RPG, hopefully with support for custom dungeons and a live, human GM!) will not draw the tiles, but will use an two image files as overlays (hand-painted levels!), one for the background, and one for the foreground that can be toggled on or off.
Of course, that could all change when I come back to working on the editor.
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