Tile map editor that mite work as plug-in

New releases and general discussions.

Post » Fri Mar 25, 2011 6:10 am

I am just wondering about the plug-in building for this engine.Can I use a Tile Map Editor to build my maps and levels. I been looking over a Program that is "Call Tile Map Editor".
http://www.mapeditor.org/

From the looks of it I would think it would be the thing to use as a plugin as a level Editor and over all a good Game mapper. I all so think it mite be open source so i think it would be the thing to use for a C1 user that knows how to build plug in and like to shear :wink: .

Hear is a list of the thing it can work with.
General purpose tile map editor with XML-based map format
Supports orthogonal and isometric maps
Custom objects can be placed with pixel precision
Full undo/redo and copy/paste support
Add custom properties to tiles, layers, objects or the map
Automatically reloads tilesets when changed externally
Resize or offset your tile map later as needed
Efficient tile editing tools like stamp and fill brushes
Supports input/output plugins to open and save files in custom formats

Their is all so a Java Version that needs some program loving as well and is Open source as well I do believe. :lol:
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Post » Sat Mar 26, 2011 5:09 pm

Seems to me that a general XML plugin would be all that's needed to use this with Construct. Perhaps some pioneering coder could take the existing INI plugin and rework it so that it reads XML...? Would that be possible?
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Post » Sat Mar 26, 2011 9:49 pm

I do agree with you deadeye and I am hoping it is possible and their is some one welling to do it.
Its something that can be vary useful in devilment and over all game building.
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Post » Sat Mar 26, 2011 10:27 pm

I'm not saying I'll do it, as it's not really an option at this point timewise, but either plugin is very possible, the general xml one particular. also, it says it supports custom output formats, which means you can design an exporter specifically for your importer. As a side note though, the isometric thing would still require something else to make it work gameplaywise.
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Post » Sun Mar 27, 2011 3:33 am

[quote="lucid":l0i7xq1t]I'm not saying I'll do it, as it's not really an option at this point timewise, but either plugin is very possible, the general xml one particular. also, it says it supports custom output formats, which means you can design an exporter specifically for your importer. As a side note though, the isometric thing would still require something else to make it work gameplaywise.[/quote:l0i7xq1t]

Well their has to be some one with the gift of coding :) I do it if I could understand it with out falling asleep reading the books. Graphic is what I have put most of my time in to learning,mostly animation an using BVH and 3D software.I just cant get my head rapt around the coding stuff.
The last time I try it I just cold not stop yawning to death and could not keep my eyes open.

Oh well we cant all do the wiz-bang coding behind the seen stuff :lol:
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Post » Sun Mar 27, 2011 6:32 pm

Until we get a xml plugin, python can be used to load xml files.

This topic has some caps that load Map Editor files using python:
[url:3qzskxu8]http://www.scirra.com/forum/viewtopic.php?f=3&t=7670&hilit=mapeditor[/url:3qzskxu8]
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Post » Mon Mar 28, 2011 6:55 am

[quote="R0J0hound":21uj2r58]Until we get a xml plugin, python can be used to load xml files.

This topic has some caps that load Map Editor files using python:
[url:21uj2r58]http://www.scirra.com/forum/viewtopic.php?f=3&t=7670&hilit=mapeditor[/url:21uj2r58][/quote:21uj2r58]

Thank you for your help. I have downloaded the cap file and I have downloading python as well. did you make this Cap file If so I am praying to the python god that you put a Help file in to it for the fool that do not know what thy are doing ah, sort of like ,ah me :lol:
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