This converter sounds really useful. Nowadays I'm partially working on a game with a tile-based map. Currently, I'm parsing an ASCII file to read the map. This turns an ASCII text editor to a (very) primitive tiled-based map editor. This current solution has always been a placeholder in my mind. I'll look into your solution as soon as I go back to that aspect of the game.
Hey, that's a really nice converter you have here.
I've downloaded Tiled and made a map out of a few tiles, after naming them all and following the tutorial.
The converter only generates the tiles output (from the tileset) but not the actual level with the tiles, and I get the following error:
An error occured loading and converting the TMX. Specific Error: Object Reference not set to an instance of an object.
Ah yep, there's some rules specified in the wiki. These are essentially:
1) All tiles must be given a property
2) The property must be called "name". Then the value can be whatever you want to name your tile.
3) Every tile position in the map must have a tile. No gaps. Need to discuss if this a hindrance or not. No null tile positions supported as yet.
4) The tileset must be given a name.
We should discuss 3) because it suits me, but may not suit others.
I really like the idea of using Tiled for map setup. Considered it myself a while ago but figured ScrollEd would be enough. Still using Tiled to define tiles and setup most of a map has a certain appeal .
Unfortunately being an Ubuntu user I've not been able to give it a spin. Running .Net under wine was usually a total failure (haven't checked if it is better nowadays). And Mono 2.6 that comes with my dated Ubuntu release does not like .Net 4 at all . Guess will have to try newer version but full Windows Forms 4 support is planned for mono 3.0 so chances are it won't work anyway ...
Any chances for console version targeted at .Net 2? Guess it would be more Mono friendly.
Guess for now I'll have to borrow my wifes' laptop or setup a VirtualBox .
On .Net 4 and mono... I did have that in the back of my mind when I was doing it. Theres only one minor version 4 specific thing in the code and I can change that.
So I'll change it .net 2.0 and we'll see about mono.
* Map Only checkbox to allow the conversion of the map data only when you don't want the other information generated. Good for repeat conversion during development.
* Large maps are sectioned into 1024 item length lists, ie:
[MapLevel]
MapSection1 = F #F #F #F #F..... etc up to 1024 items
MapSection2 = S #S #S #S #S..... etc up to 1024 items
MapSection3 = L #S
(empty tiles is still not supported. This will be in 0.4)
I checked out Tiled and decided I shall use it for our game. This is where your converter will come in handy, but I have some questions:
1) Does it work with isometric maps as well as orthogonal ones?
2) Does it import the layer information too? This would be very helpful for having the level designer place a layer with walkable, wall, interactable, etc. regions in the map and have that info available in Orx.
3) Can you change it so it uses the tile ID instead of having to name each and every tile?
I will have a closer look at the code (unfortunately it is currently Windows specific, so I haven't run it... I use a Linux computer). Perhaps, if you would like, I could help with further development of this since it seems like a very handy thing to have around.
1) Does it work with isometric maps as well as orthogonal ones?
No, just flat maps. I probably won't be doing anything isometric, but someone else might change the source to do it.
2) Does it import the layer information too? This would be very helpful for having the level designer place a layer with walkable, wall, interactable, etc. regions in the map and have that info available in Orx.
No, just a single layer. Doesn't do multiple layered maps as yet. I might end up adding that but no immediate plans.
3) Can you change it so it uses the tile ID instead of having to name each and every tile?
This might be possible. I'll take a look at the file format to see if the information is available. I assume it is. I'll add this to 0.4.
I will have a closer look at the code (unfortunately it is currently Windows specific, so I haven't run it... I use a Linux computer). Perhaps, if you would like, I could help with further development of this since it seems like a very handy thing to have around.
graag runs it using mono. Check a few replies up this topic. That's why I converted it from .NET 4 to 2. But yes by all means feel free to grab the source and tinker away if you like.
Comments
Using the TMX to ORX Converter
(We appear to be in editor season around here! enobayram and I are working in sync
I've also noticed the editor season
This converter sounds really useful. Nowadays I'm partially working on a game with a tile-based map. Currently, I'm parsing an ASCII file to read the map. This turns an ASCII text editor to a (very) primitive tiled-based map editor. This current solution has always been a placeholder in my mind. I'll look into your solution as soon as I go back to that aspect of the game.
Cheers!
I've downloaded Tiled and made a map out of a few tiles, after naming them all and following the tutorial.
The converter only generates the tiles output (from the tileset) but not the actual level with the tiles, and I get the following error:
The output:
Any idea on what I did wrong here?
1) All tiles must be given a property
2) The property must be called "name". Then the value can be whatever you want to name your tile.
3) Every tile position in the map must have a tile. No gaps. Need to discuss if this a hindrance or not. No null tile positions supported as yet.
4) The tileset must be given a name.
We should discuss 3) because it suits me, but may not suit others.
Thanks for the help, looking forward to future updates
Let me know if you spot anything else.
Also I'm interested if I should add flexibily to it so that you don't have to paint a tile on every map position. So being allowed to have null tiles.
I suppose I'd just create a blank [null@TileGraphic] line and the developer would need to handle this in their screen paint routine.
I really like the idea of using Tiled for map setup. Considered it myself a while ago but figured ScrollEd would be enough. Still using Tiled to define tiles and setup most of a map has a certain appeal
Unfortunately being an Ubuntu user I've not been able to give it a spin. Running .Net under wine was usually a total failure (haven't checked if it is better nowadays). And Mono 2.6 that comes with my dated Ubuntu release does not like .Net 4 at all
Any chances for console version targeted at .Net 2? Guess it would be more Mono friendly.
Guess for now I'll have to borrow my wifes' laptop or setup a VirtualBox
Cheers,
Graag
PS
I would vote for null tiles feature
So I'll change it .net 2.0 and we'll see about mono.
Let me know if you want the source.
Let me know if you want to join that group and publish your work there.
Thanks,
Graag
Let me know if you have any issues.
Now you have a nice place for publishing TiledToOrx, either using Mercurial or Git.
Which would be more correct?:
* To render #EMPTY in the map
or
* To render #EMPTY in the map, and have a blank matching section.
For example, which of the following two would people expect where there are empty map positions:
or
As for git, that's why I stick with mercurial myself!
Great idea on the empty tile thing. That might be the winner.
Thanks, sausage!
I'm with mecurial too.
* Map Only checkbox to allow the conversion of the map data only when you don't want the other information generated. Good for repeat conversion during development.
* Large maps are sectioned into 1024 item length lists, ie:
(empty tiles is still not supported. This will be in 0.4)
1) Does it work with isometric maps as well as orthogonal ones?
2) Does it import the layer information too? This would be very helpful for having the level designer place a layer with walkable, wall, interactable, etc. regions in the map and have that info available in Orx.
3) Can you change it so it uses the tile ID instead of having to name each and every tile?
I will have a closer look at the code (unfortunately it is currently Windows specific, so I haven't run it... I use a Linux computer). Perhaps, if you would like, I could help with further development of this since it seems like a very handy thing to have around.
Cheers,
duenez wrote:
No, just flat maps. I probably won't be doing anything isometric, but someone else might change the source to do it.
No, just a single layer. Doesn't do multiple layered maps as yet. I might end up adding that but no immediate plans.
This might be possible. I'll take a look at the file format to see if the information is available. I assume it is. I'll add this to 0.4.
graag runs it using mono. Check a few replies up this topic. That's why I converted it from .NET 4 to 2. But yes by all means feel free to grab the source and tinker away if you like.
All map formats are now accepted: CSV, XML, Base64, Base64/gzip and Base64/zlib.
Version 0.61 available. Very minor change to allow tileID indexes of up to int64.