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danpaz

2
Posts
A member registered Dec 25, 2017

Recent community posts

Ah, sorry I've already come pretty far in writing my own editor.  It supports the 9 cells per tile with full zoom, pan, variable materials/terrain.  I just  need to add the UI elements for add/remove material and the XML persistence code, and it will cover the same immediate needs I had of Tiled, with the benefit of being very easy for me to evolve alongside my game.   It also gives me the opportunity to throw in game-specific metadata and other features, which will be important for procedural generation.  Really, I should have gone this way from the start.

I appreciate the response, and I think it is great you are providing a tool like this for people who, perhaps, cannot make one or would prefer not to spend the time doing so.   And out of those I demo'd, yours was--by far--the most polished and pleasing.  Cheers!

(1 edit)

The tileset editor only seems to support painting terrain types in each of the four corners of a tile.  If that is all it can do, it will be unable to process the majority of my tiles.  I have T junctions, crossroads, and so on.  Am I missing something?

To be useful with this tileset, I would need 9 points to paint on each tile.  I hope I do not have to write my own tool.  I was really hoping this would solve the issue!