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Replied to ocdunlap in Opening files?

Hey! I should have made it add a .png extension automatically, but try appending a .png to the filename to save as png. It will save as png regardless, but the extension makes it recognizable.

Hey there! Make sure you don't have a controller plugged in.

I disabled keyboard input when a controller is plugged in because I intended to add controller support, but I didn't have time to do so, and ended up forgetting to remove the keyboard disable code.

Posted in Opening files?

Hey! Sorry about the delay.

You can save files using the save icon on the top right, which can only be opened by Tilemancer. If you want to export a texture, try clicking on the texture display itself. It will export as a png regardless of the extension you put.

Hope it helped!

Hey there!

Tilemancer doesn't officially support textures larger than 64x64, but you can edit save files to set the "Size" parameter to any number.

Open any Tilemancer save file with a text editor and find the line that says "Size". Change the number next to it, save the file and reopen it in the program.

Just fixed the issue in Tilemancer 0.2.1

Hello! Thanks for letting me know about this. I'll look into the issue. Meanwhile, try setting values by typing: Hold the left mouse button on a parameter and it'll let you type a value.

Cheers!

I've been looking into it to no avail. Could i know your OpenGL versions? Might be related to it.

That's strange. I'll take a look.

In the meanwhile, could you tell me if any folders or files appear in the \users\<username> directory? You should be able to access a folder by double clicking it.

Hey there!

Does the up arrow crash every time you click it, or does it depend on which directory you're in? Try entering a folder than clicking the up arrow and tell me if it still crashes.

Thank you!

Done! Thanks for the help.

The source code for 0.2.0 is contained in a single main.cpp file at https://github.com/Ledgamedev/Tilemancer.

I apologize for the lack of readability.

Just finished cleaning the source and am ready to make it available. I want to use the GPLv3 license, but my program depends on Lua and GLM, which are both MIT. Can i still use GPLv3? And do i upload Lua and GLM's dependency headers along with my source?

Thanks.

Thanks for making this! Nice job.

I let users specify the y position because it gives them more freedom when designing their node.

Good job. One thing that bothers me though is the black box behind every node's name. That shouldn't be there.

Which OS and version are you on? If possible, could you also specify your OpenGL version?

Thanks.

Thanks for finding this! It will be fixed in the next version.

Whoops! If possible, could you tell me your OpenGL version?

Thanks for figuring this out. Some users have also reported this and i had no idea what was happening so i couldn't help them.

You can use any file extension you like. Tilemancer will recognize if a file belongs to it when trying to open one.

Someone said he's been using the extension .mancer, and i'm probably going to make it official because i like how it sounds.

Thanks! Also, it is indeed completely free to use content created in Tilemancer for commercial purposes!

Excellent thread. Loving all of your nodes.

I might make some of these official!

Alright, you have convinced me. I'll make it open-source when i release the next update.

Where should i host the source?

Great suggestion. I'll make sure to implement it in a future version.

Also, why is the Colorizer frustrating to use?

Replied to navot in Suggestions

During development, i thought i should try clamping texture's values, but upon testing this out, it revealed to be a problem. If values couldn't be "darker" than black (0.0) or "brighter" than white (1.0), there would be minimum and maxium values for a heightmap, which is not ideal.

About the blend modes, i completely forgot to add them in the "Blend" node's description! I will add them in the next update, but for now, they are respectively:

0 - Add
1 - Subtract
2 - Multiply
3 - Divide
4 - Min
5 - Max

Currently only .png files are supported, regardless of the extension you input in the file browser. I plan to support more image files in the future.

Posted in Suggestions

I won't be posting too much in this topic, but rest assured that i'm reading and considering all your suggestions for future versions.

Thanks, and keep 'em coming!

Glad you liked it! I will definitely be updating it with more features.

Posted in UI issue on OSX

Hey there,

Tilemancer is failing to load the .lua files in the "Nodes" and "Presets" folders. That may be due to a programming error on my part, which will be fixed if that's the case, or may be due to the folders not being present in the same directory as the application.

Please check if there are "Nodes" and "Presets" folders in the same directory as the application, and if they aren't empty. They should look like this:


img_1

Created a new topic Suggestions

As you probably know, Tilemancer is still in version 0.1.0, meaning there's a lot of room for improvement, so feel free to suggest features, new nodes/presets, or bug fixes here.

This might be useful. Thanks for providing me with the data.

Colorizer was meant to be a final node. You can't do much with a colored texture since most filters act upon heightmaps.

You could easily let the user select values for replacement in heightmaps by using parameters, due to the fact that they're grayscale and parameters hold a single value, but it's not possible yet to let the user select a color from their palette as the replacement, because the palette-bound color picker only works coupled with the Colorizer.

Mind explaining what you have in mind, exactly?

Hey there,

You're not the first user that has reported crashing in Windows 10, and that worries me. If you by chance have Visual Studio, there should be an option to debug the crash once it happens. That'll display some assembly and it would be very useful for me.

In any case, I'm looking into this problem as soon as i can.

I didn't include them because they are used in very specific cases and wouldn't be useful for custom nodes.

"addCRamp(y)" adds the Colorizer's color ramp at vertical position "y", and "colorize()" is a hardcoded function which will color the texture at input 0 with the values from the first color ramp. In case a custom node uses this and its layout doesn't match that of the Colorizer (having no inputs or no color ramps), the program might just crash.