Posts Tagged ‘Tiled’

Some Tools for LibGDX & Tiled Users

Posted by
Thursday, April 14th, 2016 8:18 am

metamap

Hello everyone! Over the past week or so, I’ve been working on some tools I used in past game jams. The first is MetaMap, a program for adding collision & other meta data to TMX maps. The original version exported this to a JSON file, but now it can save straight onto the map file. The extra data is stored on a new tile layer with the name “meta”. An early version of this tool was used for my LD 33 entry, Dis-o-rder. Download the tool here: https://drive.google.com/open?id=0B8yQwqpIY-TfVU9rSjFEVmVHRVE

 

The second tool I’ve been working on is a libGDX base template. It uses Groovy, contains generic Ashley components, tween accessors, and a premade main menu. The code can be found here: https://github.com/specialcode/gdx-dynamic-template

 

Me and my team are very in for LD35. Good luck to all of you!

Sprites and map all done

Posted by (twitter: @frostvoidSoft)
Sunday, August 23rd, 2015 10:38 am

Wow, doing the graphics took so much longer than I thought it would. But at least tomorrow will be all coding :)

map_collision

early bird gets worms!

Posted by (twitter: @frostvoidSoft)
Sunday, August 23rd, 2015 3:58 am

Just discovered that when using Tiled with Unity (and the Tiled2Unity tool), each spritesheet gets assigned it’s own shader. My ocean can now be the ONLY transparent thing in the game, which helps a lot.

kraken_transparent

2 more days! Starting to think I might actually have something playable.

I’m in! Santa’s delivering presents to Area 51 in the middle of April

Posted by (twitter: @tccoxon)
Saturday, April 18th, 2015 7:37 am

I wasn’t planning to join in this year because I’ve been super busy, but I changed my mind at the last minute!

My idea is about Santa (and potentially the Easter Bunny, depending on time) breaking into Area 51 to deliver a present to a child there. Santa picks up an MK Ultra mind-control gun along the way…

santa

It’s quite an ambitious project for 48 hours, so I dunno if it’ll make it into the compo. Maybe the jam though?

Here’s my toolkit!

  1. HaxeFlixel
  2. VIM
  3. Tiled
  4. GIMP
  5. Linux

Screenshot from 2015-04-18 13:35:56

 

I’ll be releasing the source code on github later!

Next Update > Levels design..

Posted by (twitter: @BuzzJeux)
Sunday, December 7th, 2014 8:09 am

Working on the levels of my game with Tiled and im very late :/

leveledit

I am in! Second Ludum Dare!

Posted by (twitter: @gamepopper)
Friday, December 13th, 2013 5:11 am

I was the one who made the unusually challenging 10 Second Paper Flight. This will probably be a hectic Ludum Dare for me since I’ll be at a Christmas Party on the Saturday and work on the Monday, but what the hell, I like making games and I can use some of Saturday to plan something interesting.

Anyways, I plan to use the following tools:

  • GitHub (Source Control, my first ever solo project to use source control :O)
  • HaxeFlixel (Game Libraries)
  • Paint.Net (Graphics)
  • Tiled (Possible Level Design)
  • iNudge (Possible music)
  • Bfxr (Sound Effects)

My plans/advice so far for the jam, based on last Ludum Dare:

  • Plan well.
  • Constantly show your progress.
  • Graphics and Music are just as important as the game itself.
  • Know how and where you will distribute your game.
  • Everyone likes Time Lapse vids
  • Follow the 621 (Sleep, Food and Clean Yourself :P)

Everyone have a good Ludum Dare!

Looking Brighter

Posted by (twitter: @philcsf)
Saturday, April 21st, 2012 9:22 am

Seeing as I actually have a level loaded in my game, I thought it might be a nice to update the blog with a screenshot. Finished tiles in Pickle, created a quick test level using Tiled, and then spent several hours swearing at Visual Studio whilst integrating TiledLib. There was nothing wrong with the library, but I decided to rearrange all of my code to access parts of code from other places. I went from GameComponents to a traditional singleton pattern, and now a interface / services system. Got there in the end (hopefully), and after all that fuss, it only took 4 lines of code to import and render my test map <3

I guess I should get working on some gameplay now… there needs to be some kind of character in here. Unless you just want to stare at a crap background?

Declaring basecode for LD19

Posted by (twitter: @chainedlupine)
Thursday, December 16th, 2010 3:06 am

Alright, now that I have some time to finish this up, I am declaring what I will be using, and sharing my basecode. Actually, baselibrary.

I’ll continue to develop in Actionscript3, using the Flex compiler. My IDE will remain FlashDevelop, as I am quite happy with it since I discovered the FlxDebug plugin. My graphics library will be Flixel.

Graphics will be drawn in Photoshop, or InkScape if I end up doing vector art.

Sound? I am not sure yet. SFXR is always there if I end up being lazy, but I might try something different this time.

Basecode? Some. It’s a hodge-podge of miscellaneous stuff, mostly for Flixel. For example, a simple class for drawing status bars, and another for creating scrolling text displays. The kind of crap I end up duplicating over and over, so I just stuck most of it into a separate library.

I’ve been working on a Tiled loader for Flixel. It’s pretty much feature complete*. The nice thing about Tiled levels is that they are more than just tilemaps, but can contain any amount of meta-data in so-called “object layers.” It’s decent if you’re into 2D tilemaps.

Anyway, here is the library as-is: gwslib Note that I use the fast SHA1 available here.

I wrote some Astar pathfinder stuff to go along with that, but it’s a bit broken at the moment. I will try to get it working before tomorrow afternoon.

*As long as you use the QT version of Tiled, and don’t use isometric tiles. :)

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