Log in
Please log in or register.
Pages: 1 [2] 3 4 ... 20
  Print  
Author Topic: Flan - Multi-layer tilemap editor for Flixel [Win/Mac]  (Read 24563 times)
darthlupi
Full Member
***
Posts: 208


All Smiles


View Profile WWW
« Reply #15 on: Fri, Aug 7, 2009 »

Your prices are ultra generous. 

I see you have Sprite adding in your roadmap!  ROCK ON ROCK ON!
Logged

To take care of that not so fresh feeling: #flixel on irc.freenode.net.

Use your favorite IRC client or  http://webchat.freenode.net/
nitram_cero (2bam)
Sr. Member
****
Posts: 473



View Profile WWW
« Reply #16 on: Fri, Aug 7, 2009 »

Thanks guys! I really appreciate it. Smiley

I'm just making an editor that I would like to use. And I'm a rather bitchy person Grin
Logged

2BAM
I Hate Islands, SpaceCoffee, Finding Her, Caverns, Explosive Cats, The Duke, Run, A View on Relationships, RabbitClock's Quest
nitram_cero (2bam)
Sr. Member
****
Posts: 473



View Profile WWW
« Reply #17 on: Fri, Aug 7, 2009 »

Sorry for the double post, not trying to bump... but I wanted to ask you guys if I could quote some of your experiences with your usernames (like: "it is really fun to work with.")
It's for the page.

Thanks! I hope you agree.
Logged

2BAM
I Hate Islands, SpaceCoffee, Finding Her, Caverns, Explosive Cats, The Duke, Run, A View on Relationships, RabbitClock's Quest
hima
Jr. Member
**
Posts: 96



View Profile WWW
« Reply #18 on: Sat, Aug 8, 2009 »

I love you for this <3

Seriously this is great. Your price is very generous as well. Smiley
Logged

Wing Eraser
Full Member
***
Posts: 131



View Profile
« Reply #19 on: Sat, Aug 8, 2009 »

Nice work fixing the cpu eater! Cheesy
I'm trying to build something now!

There's something strange. What's up with the first and the last tile?
The first doesn't collide and the last one there's a invisible block.
And what's wrong with space below?

The SWF is 640px by 480px
the gamesize is 320px by 240px and zoomed with 2.
The tiles are 16px by 16px

So the Base width: 40  = 640 / 16
And the Base height: 30 = 480 / 16

In the editor I started all the way below.

http://www.wingeraser.nl/megaman/
« Last Edit: Sat, Aug 8, 2009 by Wing Eraser » Logged

nitram_cero (2bam)
Sr. Member
****
Posts: 473



View Profile WWW
« Reply #20 on: Sat, Aug 8, 2009 »

Thanks hima!

Wing Eraser...
If the gamesize is 320x240 px and tiles are 16x16 px then the map should be 20x15 tiles.

I don't really understand what else do you mean. You must use a collidable tile for it to collide, and perhaps the call to FlxG.followBounds has wrong parameters and it's not invisible but it just doesn't show it?

Post more info please.

Regards
-Martín
Logged

2BAM
I Hate Islands, SpaceCoffee, Finding Her, Caverns, Explosive Cats, The Duke, Run, A View on Relationships, RabbitClock's Quest
Wing Eraser
Full Member
***
Posts: 131



View Profile
« Reply #21 on: Sun, Aug 9, 2009 »

I forgot to adjust the followBounds. Thanks for that  Cheesy
The problem is still with the first and the last tile. Have you try moving to it?

First tile:



Tiles after the last tile:


MAP:
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2
Logged

nitram_cero (2bam)
Sr. Member
****
Posts: 473



View Profile WWW
« Reply #22 on: Sun, Aug 9, 2009 »

I think I know what's happening.
You must define the boundaries with collidable blocks, after that you can always adjust followBounds to NOT show that.
eg: the map could be like (compacted)
2, 0, 0, 0, 0, 2
2, 0, 0, 0, 0, 2
2, 0, 0, 0, 0, 2
2, 2, 2, 2, 2, 2

In the left side it's ok (expected behaviour), as there is nothing blocking you.

But on the right side, perhaps Tilemap collisions are not checking the boundaries of the tilemap... and because of the way that flixel saves tiles (in an array), any overflow on X (out of tilemap bounds) actually starts using the next row to check against.

Are you using Flixel 1.25? I think you should report this bug at bugs!

Regards
-Martín
Logged

2BAM
I Hate Islands, SpaceCoffee, Finding Her, Caverns, Explosive Cats, The Duke, Run, A View on Relationships, RabbitClock's Quest
Wing Eraser
Full Member
***
Posts: 131



View Profile
« Reply #23 on: Sun, Aug 9, 2009 »

Thanks for the help.

Here's something weird:
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0 --> 4 on so on
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 0 --> 3 even more if left side get more added
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 B --> 2 added strangely
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 2 --> 1 invisble
2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2 0
^
|
place a block above
When I put some more blocks
here. Then te right side will get
even more  Shocked

http://www.wingeraser.nl/megaman/
« Last Edit: Sun, Aug 9, 2009 by Wing Eraser » Logged

nitram_cero (2bam)
Sr. Member
****
Posts: 473



View Profile WWW
« Reply #24 on: Sun, Aug 9, 2009 »

It has to do with the way that flixel saves the tiles in an array.

It's done this way:
mapArray = new Array[mapWidth * mapHeight]; //mapWidth/Height in tiles
mapArray[ tileY * mapWidth + tileX ] = 5; //tile at tileX;tileY is now of type 5

So, if you check against a tileX >= mapWidth, it will be like "incrementing" to tileY.
Look:
mapArray[ 2 * 5 + 7 ] === mapArray[ 3 * 5 + 2 ]
The wraparound makes it read the line below. Flixel should discard not-inside-bound collisions automatically,and for now you should just add borders.

I'll post it in Bugs, because I think I know exactly what it is.

Good luck!



I'll try to add basic sprite adding to the next alpha but don't expect much.
A rectangular selection is also planned.

Regards
-Martín
« Last Edit: Sun, Aug 9, 2009 by nitram_cero » Logged

2BAM
I Hate Islands, SpaceCoffee, Finding Her, Caverns, Explosive Cats, The Duke, Run, A View on Relationships, RabbitClock's Quest
Wing Eraser
Full Member
***
Posts: 131



View Profile
« Reply #25 on: Sun, Aug 9, 2009 »

Thanks, that's great. I totally don't understand, it's good to have you. Thanks for the bug reporting  Cheesy
Logged

nitram_cero (2bam)
Sr. Member
****
Posts: 473



View Profile WWW
« Reply #26 on: Mon, Aug 10, 2009 »

Coming soon... (teaser playable link)
« Last Edit: Mon, Aug 10, 2009 by nitram_cero » Logged

2BAM
I Hate Islands, SpaceCoffee, Finding Her, Caverns, Explosive Cats, The Duke, Run, A View on Relationships, RabbitClock's Quest
darthlupi
Full Member
***
Posts: 208


All Smiles


View Profile WWW
« Reply #27 on: Mon, Aug 10, 2009 »

Ah, is that incorporating sprite placement!!! If so, you are the ninja!  Nice message there too.
Logged

To take care of that not so fresh feeling: #flixel on irc.freenode.net.

Use your favorite IRC client or  http://webchat.freenode.net/
Adam Atomic
Administrator
Hero Member
*****
Posts: 724


hostest w/ the mostest


View Profile WWW
« Reply #28 on: Mon, Aug 10, 2009 »

bloggage: http://digitaltools.node3000.com/blog/1557-flan-tile-map-game-flixel
Logged

nitram_cero (2bam)
Sr. Member
****
Posts: 473



View Profile WWW
« Reply #29 on: Mon, Aug 10, 2009 »

Press <3

I have an announcement to make.
I'll be incrementing the price 15 cents per Alpha release (and the other prices accordingly).

I hope you don't feel offended by this.

I'm doing it because I have a total of absolutely 0 sales  Grin, and this way it would be an incentive to buy a license early on, helping me to prove I'm not a bum XD, and saving you some bucks.

Actually, the meaning of this change will cost only around two bucks more at Alpha 17 (12 versions from now).
And no, I won't release upgrades "just because" to increment the cost.

I hope you understand


UNDO

-Martín



-- Maps are always compatible with newer application versions --

ALPHA 4 is up!
+ SPRITES! YEAAAAH! (Basic thou, read Changelog.txt)
+ Layer width/height suggestions for parallaxing depending on scroll factors and main layer's width/height.
+ "Visibility" tab's options implementedd (now called "Layer visibility" tab)
+ Undo/Redo for painting PER TILE and nothing else (rather basic, read Changelog.txt)
+ You can pass a .flan as a parameter to open it. Also, the exe has an embedded icon for files, if you want to use it.
  You can now do the "open always with" thing in Windows (Future: automatically do it with a menu option)
* You can now type the "-" sign in spin controls (wxWidgets bugfix)
* Generated map max bounds were off by 1 pixel
^ Improvements in parallax testing code
^ Screen box when testing parallaxing to have a better idea of what "you will see"

v BUG: wxWidgets new trunk version makes the Editing layer text flicker on redraw.
   If it doesn't get mouse moves, resize the window a bit.
v BUG: Weird drawing when hovering with mouse while testing parallaxing.
« Last Edit: Tue, Aug 11, 2009 by nitram_cero » Logged

2BAM
I Hate Islands, SpaceCoffee, Finding Her, Caverns, Explosive Cats, The Duke, Run, A View on Relationships, RabbitClock's Quest
Pages: 1 [2] 3 4 ... 20
  Print  
 
Jump to: