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TIGSource ForumsCommunityTownhallBuildeft2D Tile Based Level Editor [Windows & Mac]
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Author Topic: Buildeft2D Tile Based Level Editor [Windows & Mac]  (Read 4723 times)
Innerscope
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« on: July 07, 2009, 01:54:13 PM »

Hello TIGsourcers,

I am pleased to announce the beta version of my level editor is complete and ready for testing.


Download:
MacOSX Version
Windows Version

For more info click here.

Cheers
 Beer!

-Tim
« Last Edit: July 09, 2009, 02:05:03 PM by Innerscope » Logged

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falsion
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« Reply #1 on: July 07, 2009, 04:13:51 PM »

This looks interesting, especially the ability to build isometric tiles which most other editors I've tried usually lack. Too bad it's not for Windows yet though.
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Innerscope
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« Reply #2 on: July 07, 2009, 04:35:53 PM »

Quote
This looks interesting, especially the ability to build isometric tiles which most other editors I've tried usually lack.
Oops, I think I may have misinformed you. Although tools for Isometric and other views are in the works, they are not yet implemented.
Ack! it's especially misleading because of the logo.  Droop
I definitely need to edit the wiki now.
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falsion
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« Reply #3 on: July 08, 2009, 01:21:16 AM »

Oops, I think I may have misinformed you. Although tools for Isometric and other views are in the works, they are not yet implemented.
Ack! it's especially misleading because of the logo.  Droop
I definitely need to edit the wiki now.

Ah, yeah. That part on the wiki you crossed out definitely had me confused for a second.
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Innerscope
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« Reply #4 on: July 08, 2009, 03:56:31 PM »

A Windows version is now available:
Windows Version
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dr.crow
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« Reply #5 on: July 09, 2009, 02:46:40 PM »

Nice. I've been looking for something like this for a while.
The export function could've been a bit more flexible, though, such as a variable for position in tiles and not only in pixels.
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Melly
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« Reply #6 on: July 10, 2009, 01:05:58 AM »

I feel this should go in Announcements. I'll move it.
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Innerscope
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« Reply #7 on: July 10, 2009, 11:47:11 AM »

Quote
Nice. I've been looking for something like this for a while.
The export function could've been a bit more flexible, though, such as a variable for position in tiles and not only in pixels.
Yea, I see what you mean. I'm going to add more export options later. For now, you can get the tile # by doing: position/tile size.

Quote
I feel this should go in Announcements. I'll move it.
Ok, I wasn't sure on where to put it, but this seems more appropriate. Thank you.
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Kadoba
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« Reply #8 on: July 10, 2009, 03:24:25 PM »

Hmm, It seems really buggy. I'm using windows XP.

- The tools menu can't be minimized.
- The tiles window can't be restored without right clicking the task bar.
- A lot of screen tearing from the tile selection window.
- The fill bucket doesn't work very well. Your algorithm will usually stop after it's only partially complete.
- If you select the last tile from the default tileset in 32 pixel mode (the earthy looking one) and try to use the pencil tool it will erase the tile instead of stamp it.
- When using the rectangle tool the affected area isn't being shown until after you stop dragging.
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Innerscope
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« Reply #9 on: July 10, 2009, 03:55:03 PM »

Hmm, It seems really buggy. I'm using windows XP.

- The tools menu can't be minimized.
- The tiles window can't be restored without right clicking the task bar.
- A lot of screen tearing from the tile selection window.
- The fill bucket doesn't work very well. Your algorithm will usually stop after it's only partially complete.
- If you select the last tile from the default tileset in 32 pixel mode (the earthy looking one) and try to use the pencil tool it will erase the tile instead of stamp it.
- When using the rectangle tool the affected area isn't being shown until after you stop dragging.

Yea it's in beta, so it's still pretty buggy. (esp. the Windows version)
I'll work on fixing what you've stated above. (most of those should be easy fixes)
For the flood-fill I am using a recursive algorithm, which was easier to implement, but limiting because of stack overflow exceptions. Right now it will correctly paint in an area of 128 tiles or less, I plan on changing that.

Thanks for the feedback!
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