LAID: A dedicated C2 Tilemap Editor

Discussion of tools and resources for game developers

Post » Thu May 05, 2016 11:04 pm

Does it have shortcutkeys/hotkeys? to easily switch between tools, or actions?
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Post » Thu May 05, 2016 11:27 pm

It does! Only a few at present, but the full list planned for release is:
All basic tools (single strokes of letter keys - [B]rush, [E]raser, [K]rop, [P]atch, [S]catter, [C]opy, [V]aste, [I]dropper)
Previous/Next Patch ( [ / ] )
Layer selection (Ctrl + 1/2/3)
Save/Open project (Ctrl + S / O)
Undo/Redo (Ctrl + Z / Y)

Thanks for giving me a good excuse to write those down by the way. You may have noticed the ability to store 'patches' for convenience - it would be nice to be able to hotkey some patches, but I'm sure that would require ground-up rewrites of some areas so may have to wait for now. Thanks for the question!
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24 functions dedicated to producing randomly generated terrain for all kinds of games.
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Post » Sun May 08, 2016 5:25 pm

cool,
can you give us more info on the tile metadata stuff? How can that be used?
I'd think it'd be useful to be able to mark certain positions with custom data, like enemy spawn positions, etc- and somehow use that data in construct to be able to load things at runtime. Like custom objects that you can assign custom values to- i guess similar to the way you can position objects in c2 editor and give them instance variables. That way you could potentially do all your designing in the tilemap editor without having to see it in the c2 editor.
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Post » Wed May 11, 2016 5:32 pm

Looks nice! I'll follow your project closely, it may prove very useful. Keep up the good work! :)
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Post » Fri May 13, 2016 11:23 am

This looks promising and simple, good luck with the project! :D
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Post » Tue Jun 07, 2016 1:17 am

Looks neat. What kind of meta you can store in the tiles? Can you add vars to them? cheers
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