Tiled Map Editor

Tiled is a Java-based map editor striving to be usable by any tile-based engine as possible. The native map format of the editor is XML-based. The editor itself is still very young, but maturing.

Comments are most welcome.

Thank you for your time.

Wow !!!, very nice, good work :smiley: ! .

A killer feature would be support for “transitions”, as described in this article (but for isometric elemets):
www.gamedev.net/reference/articles/article934.asp

Another userful item: - a small demo that users one of the maps created with your editor, in order to see if the engine working :).

Possible improvements:

[] Better pallete handling: names for the tiles, selecting tiles from the pallete sould show the name of the tiles.
[
] Maps with other form than diamond (possiblity to define the form by clicking on elements) because there are situation where a “L” form map suits better.
[*] A map could have more than one pallete of tiles.

Few minor possible improvements (usability):

[] tooltips for all actions
[
] Layers table: extra column with radio button for the “in edit layer”
[*] File open where last time was open.

Ahmed.
P.S. You map editor is very nice ! Keep on the good work ! :wink:

Thank you very much for your suggestions. :slight_smile:

We’ll make note of those and see when we can get some of them integrated.

We’re hoping to have an 0.4.0 release out by mid-August at the latest that will include many improvements.

P.S. You map editor is very nice ! Keep on the good work ! :wink:

Thanks! We’ll try! :smiley:

I couldn’t find the link to the JNLP file. You don’t expect me to fiddle with ZIPs do you? :stuck_out_tongue:

Ah. A true purist. :slight_smile: I will get one together.

Well, at the very least, here is a link to the latest stable jar file, which is self-contained. The only thing you will be missing is example maps and a default config file, but the config file will remedy itself on the first exit.

http://www.biggeruniverse.com/projects/tiled/tiled.jar

First of all - great done… I’ve just started writing my own editor for my little isometric 2D adventure game when I stumbled onto this… Many thanks…

Now to the critcism:

The isometric tile system is pretty useless atm… But… If you want to I’ve altered the source to overcome this problem…only a fast hack, but it was only done for my own usage right now, evene if it should be fairly easy to implement in a more proper way… I changed the tile cutting mecahnism to cut proper isometric tiles and render them using a bitmask so you get rid of the overlapping regions… I also, mostly due to me beeing lazy, changed the image loading routines so that it now uses javax.imageio… All my tilemaps where in bmp format :slight_smile: I also had to change the tile palette window, because when you’re dealing with isometric tiles, it looked like a pretty advanced puzzle - it now draws every “odd” line in offset to the other line, so the tiles line up properly…

The only con so far is that I haven’t been able to change the editor so it accepts isometric tiles with a 4:3 format, wich is what I use… It works great for 1:2 tiles, but I’m at it right now… Keep it up!

If you could, please send a patch- either of the email addresses listed on the website are fine.

As for the 4:3, You might look at the tiled.view.ObliqueMapView class, and use tiled.view.IsoMapView as reference. It’s something that is planned but not implemented.

Info on getting the latest source is on the website as well.

I am pleased to announce the release of the 0.4.0 version of Tiled! Many requested features and fixes are available, and several features should follow close on the heals of this release!

Please download and have a look.

Like your map editor!

Some ideas for improvment:
Would be nice to have a feature that inteligently draws roads, rivers, forest edges etc…

Also you could enable layers to have different sizes and scroll them so you acheive parallax scrolling right in the editor, nice feature (maybe not the most necessary, but nice all the same).

A better palette window… (seems wasteful that all rows becomes as large as the tallest tile… better if that tile just blended in with the rest (taking up a few more squares vertically))

I’ll see if I can implement those, if I do I’ll get back to you…