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Author Topic: TileMaster map editor  (Read 8550 times)

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SamuraiCrow

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TileMaster map editor
« on: September 04, 2015, 01:26:20 AM »


I have my own AMOS made tile editor, called Tilemaster.

There is a video showing it on YouTube here:

https://www.youtube.com/watch?v=xvtQ4fCCZV8

Sorry about the quality... at that time I could only upload compressed videos due to bandwidth issues.

In short, the screen is split into 3 panes:

 -> Top = Map
 -> Middle = Menu and status messages
 -> Bottom = IFF image used for tiles

Cursor keys are used to select tile to use on IFF image in bottom part, whilst mouse button is used to place tiles in the top part. Currently tiles are deleted by placing the mouse over the handle and pressing backspace - I intend to add an enhancement so I can use the right mouse button to delete tiles, to make things quicker and even easier :)

It still has a few minor bugs that need fixing (I only found them whilst designing levels for my assembler-based game...). I know it's not mind blowingly brilliant, but it is easy to use.

Just a few questions:
Does it allow more than 256 tile images (ie. using Word size tile entries)?
Did you use Tome or TurboPlus or both or neither?
What documentation does it need?
« Last Edit: September 04, 2015, 01:29:34 AM by SamuraiCrow »
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Lonewolf10

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Re: TileMaster map editor
« Reply #1 on: September 08, 2015, 09:01:13 PM »

Does it allow more than 256 tile images (ie. using Word size tile entries)?

Yes, I'm pretty sure it does (it's been 2 years since I last spent time looking at the code).


Did you use Tome or TurboPlus or both or neither?

Neither. When I started coding it I don't think I had access to Tome.


What documentation does it need?

A good question... it should be easy to use out of the box, or errr... after downloading (I'll upload a compiled demo version for people to try tomorrow - I say 'demo' because there will be a few minor bugs still in it).
Level data can be saved in BIN format (just a data file, akin to an AMOS bank, with no documentation), or as an ASM file (which, IIRC, contains the file format at the start of the file).
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SamuraiCrow

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Re: TileMaster map editor
« Reply #2 on: September 11, 2015, 02:37:35 PM »

Does it allow more than 256 tile images (ie. using Word size tile entries)?

Yes, I'm pretty sure it does (it's been 2 years since I last spent time looking at the code).


Did you use Tome or TurboPlus or both or neither?

Neither. When I started coding it I don't think I had access to Tome.


What documentation does it need?

A good question... it should be easy to use out of the box, or errr... after downloading (I'll upload a compiled demo version for people to try tomorrow - I say 'demo' because there will be a few minor bugs still in it).
Level data can be saved in BIN format (just a data file, akin to an AMOS bank, with no documentation), or as an ASM file (which, IIRC, contains the file format at the start of the file).

That sounds really cool.  Maybe in the future you or we could add some Tome compatibility features such as Map bank and Brik Bank support.  And all this without even using Tome, probably!
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Lonewolf10

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Re: TileMaster map editor
« Reply #3 on: September 12, 2015, 06:18:49 PM »


I finally got around to putting this together.

There were some issues getting the compiled version to work (issues related to AMOS banks, screen not opened etc.), which I managed to put a quick fix together (I got the compiler to open the default screen at start-up).

I have put a few things into the archive - demo files, known errors, a controls guide and the TileMaster executable.

Let me know what you think.
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SamuraiCrow

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Re: TileMaster map editor
« Reply #4 on: September 14, 2015, 05:44:53 AM »

Downloaded it and will try it out when I get a chance!
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Lonewolf10

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Re: TileMaster map editor
« Reply #5 on: November 07, 2015, 03:21:31 PM »


So, anyone tried it?
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SamuraiCrow

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Re: TileMaster map editor
« Reply #6 on: November 07, 2015, 04:00:22 PM »

I saw the you tube video and the variable block size feature is kind of interesting but I never actually tried it.
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Hungry Horace

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Re: TileMaster map editor
« Reply #7 on: November 07, 2015, 04:26:29 PM »

hey Lonewolf, my apologies - i totally missed this.

Just watched the video and am grabbing the download now.  Looks really nice... i think i started on something similar with Skateblind for Horace Boxing but never got into using that.

Regarding TOME, can you even use 16x16 tiles on TOME? I am sure Skateblind also used a TOME dditor like this for the Serious Aliens test level...
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Lonewolf10

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Re: TileMaster map editor
« Reply #8 on: November 11, 2015, 06:34:52 PM »

I saw the you tube video and the variable block size feature is kind of interesting but I never actually tried it.

Ok.

Yeah it is an interesting idea. So far I have only used it to make screens comprised of 16x8 tiles though.


Quote from: Hungry Horace
hey Lonewolf, my apologies - i totally missed this.

No problem.


Quote from: Hungry Horace
Just watched the video and am grabbing the download now.  Looks really nice... i think i started on something similar with Skateblind for Horace Boxing but never got into using that.

Regarding TOME, can you even use 16x16 tiles on TOME? I am sure Skateblind also used a TOME dditor like this for the Serious Aliens test level...

I don't know. I haven't used TOME yet!
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SamuraiCrow

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Re: TileMaster map editor
« Reply #9 on: November 12, 2015, 12:03:32 AM »

@Lonewolf10

Try out TOME.  It has a Brik bank feature that allows multiple tiles to be grouped together.  I think it may resemble the variable-sized block feature in your editor.  The extension itself is not very good but if you incorporate the bank structures used by TOME in your editor, it would help us incorporate common features in a standardized format.
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Lonewolf10

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Re: TileMaster map editor
« Reply #10 on: November 20, 2015, 08:20:30 PM »

@Lonewolf10

Try out TOME.  It has a Brik bank feature that allows multiple tiles to be grouped together.  I think it may resemble the variable-sized block feature in your editor.  The extension itself is not very good but if you incorporate the bank structures used by TOME in your editor, it would help us incorporate common features in a standardized format.

I have been meaning to try out TOME for ages, but have been so busy recently.

I am now on a 2 (or so) month break from programming and don't intend to carry on with any projects until January next year when I will continue on with my asm game Lightning Strikes.
Once that is completed I will return to Tile Master to fix bugs and add additional features.
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Amiten

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Re: TileMaster map editor
« Reply #11 on: November 22, 2015, 11:55:11 AM »

@Lonewolf10

Amazing Tile editor, many thanks to create this I love it Thanks for share and for your effors to make it.

some cuestions please.

1- its usable the map creates in you tile editor? i say if i can call it from Amos and move from there?

2- 8x8,16x16,32x32  at same way? when the tilemap export all converter to what? 8x8?

apart from that i very impresed for your work.

and I hope one day we can use your tile editor to make our own tilemaps

P.D. if you need some help to betatesting or help in any i offer my self to help in this editor.

All the best


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Lonewolf10

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Re: TileMaster map editor
« Reply #12 on: November 22, 2015, 07:41:07 PM »

1- its usable the map creates in you tile editor? i say if i can call it from Amos and move from there?

The map itself is just a bunch of tile numbers. When different sized tiles are used in the map the file format changes slightly - the file format is currently only documented when exporting to ASM format.

You have to use the file to recreate the map in your preferred language,
using the same IFF image that contains the graphics. Tiles are auto-numbered from left to right, starting at the top.


2- 8x8,16x16,32x32  at same way? when the tilemap export all converter to what? 8x8?

The exported file contains the map exactly as you designed it. If you used just one tile size throughout then the exported file only contains tile numbers. However, if you used multiple tile sizes it contains extra data to indicate the size of each tile!

The best way to find out the file formats is to create 2 dummy maps. The first map contains a few tiles of the same size and the other map contains some tiles of 2 (or more) different sizes. Export both to ASM format and the start of the generated text file contains information on the format used.

For maps to be useful in AMOS or other languages, you would always need to use the BIN map option when saving.


(P.S. If any of this turns out to be gibberish or incorrect I blame it on having to work this weekend - 8 hours Saturday and Sunday! - and am totally exhausted... which is just great as I have to sort out a problem with one of our servers first thing Monday morning!!)
« Last Edit: November 22, 2015, 07:48:45 PM by Lonewolf10 »
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Amiten

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Re: TileMaster map editor
« Reply #13 on: November 22, 2015, 08:52:15 PM »

Great Lonewolf10,

So is any "Syntaxis" to call yor maps in Amos? , Paste Icon a required how i supposed.
Only ASM Call in´s or normar Variables of Amos to call the MAP, BIN maps are basic  ABK bank but with other extension?

If you can share an example runing or showing your maps into a Amos Code i will be very happy to see .

by the way i also working in my own tiles routine without using Tomes thats why I intersting in you map editor.

whe i have more madure my Tiles editor/player i wil show here too.

thanks for all

All the best
Amiten
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