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Ah, you mean the need to click on a selected object to toggle the handles? I based that behavior on Inkscape and I guess I hoped it would be generally expected like that. But I see that for example Inkscape displays the following text in the status bar when you select an object: "Click selection to toggle scale/rotation handles". In the end, it would be good to provide such context-sensitive help, in addition to the manual which did mention this (though many other things still go undocumented).
I'm certainly also not opposed to adding a toggle between scaling and rotating on the tool bar. Thanks for bringing this up!
Did you maybe already have a different version of Tiled installed on your system? The installer only supports a single installation of Tiled per system, so you may be able to resolve your issues by going into "Add/Remove Software" and uninstalling all listed versions of Tiled, before trying again to install Tiled through the itch.io app. If the installer continues to fail for you, you could instead use the "snapshot" version, which is distributed as plain zip archive.
Tiled has not needed Qt5OpenGL.dll since a long time, so I think something went wrong with an upgrade. Normally you can resolve such problems by making sure all versions of Tiled are uninstalled (through Add/Remove Programs) and then to install the version of Tiled you'd like to use.
Maybe you can bypass Windows SmartScreen (is that what you meant?). If not, you can try to use the snapshot download instead, which is not an MSI file but a simple .zip file that you can extract somewhere. Being a snapshot, it also includes new features developed for the upcoming Tiled 1.2.
It's an interesting idea, but how well is that supported? Are there any other Qt applications that have already done this? I have currently no plans to work on this, but I'd welcome any effort to get that to work.
What says Tiled should be installed on a local hard drive? If the installer isn't working for you, try the snapshots which are packaged as a .zip archive that you should be able to extract and run from anywhere. I'm assuming you're using Windows.
I don't think productivity and touchscreens go very well together in general, but eventually I would like to get around to a mobile / tablet version of Tiled. There is a work in progress map viewer with limited functionality available on the "wip/qtquick" branch. Maybe you're interested in helping to make more of it?
Hmm, which version were you using before? And is the new version that itch tried to install the same architecture? In any case, you can probably fix this problem by explicitly uninstalling all versions of Tiled (also check Add/Remove Software in Windows) and then installing the latest one.
Sure you can, but whether it will be a good fit depends on what kind of fantasy city you're after and what your art assets are like. With Tiled you can make cities like in old school RPGs, but if you want roads and buildings at more flexible angles then it's probably not a good choice. Check out the world of Source of Tales for an example that was done with Tiled.
The installer creates a shortcut to provide a quick way to launch Tiled. It should be optional (as should be whether to launch Tiled after installing), but I haven't figured out how to do these things yet. To avoid the installer (and to receive more frequent updates), use the itch.io app and choose the "snapshot" version of Tiled instead of the "release".
I can't tell you why Windows would give you such a confusing error message when trying to remove the shortcut. I have personally never had any problems simply deleting it...
Why ask this question as a reply to an old devlog? :-)
I had tried to press a lot of keys, but both keyboard and mouse clicks seem blocked. I just tried ESC and it does nothing. Also the rendering stops. But Ctrl+Alt+2 still works so you can login and "pkill -9 KeyCars.x86". I'm using Xfce.
I've just tested the Linux version. Quite a fun game! The only issue I ran into was that it kind of locked me out of my system when I pressed the Fullscreen toggle. I had to switch to another virtual terminal and force-kill the game to recover.
I don't quite understand your issue, since the "move layer to front" action modifies the map and not a tilesheet. Also, neither Tiled nor tIDE use the yaml files, so I don't think the problem could be there. Could you report the issue and the steps to reproduce it at https://github.com/bjorn/tiled/issues? It's better to discuss it there.
Sure, sometimes it's better to roll your own solution (or sometimes people fork Tiled and add whatever they need to it, since it's free software after all). Your use-case is still something I'd like to support in Tiled as well.
The existing Terrain Brush is only suitable for corner-based terrain transitions. In the upcoming Tiled 1.1, the added Wang Brush may be of use in your case, but it still has some way to go before it could conveniently edit a combination of both corner-based transitions and road connections. Please try it and provide feedback on what you'd expect from the tool (best on the forum or on GitHub), so we can continue to improve it.
Most virus scanners suffer from false-positives, and they are especially wary of files they do not recognize, which is the case especially with the development snapshots. You can be pretty sure they are not actually infected, since they are being built on a clean virtual machine on AppVeyor. You can help reduce the false-positives by reporting them to your antivirus vendor.
This map editor is not for any game in particular. It can be used for any game for which the content can be described with the primitives provided by Tiled. This includes most tile-based games obviously but levels can also be made of freely placed images. Examples of games that have used Tiled are Shovel Knight, Axiom Verge, Road To Ballhalla and Brigador.
To see the download options without paying, all you need to do is click "No thanks, just take me to the downloads" on the pop-up that opens when clicking the Download button. Unfortunately, not explicitly asking for donations leads to much less people donating, which would mean I can spend much less time working on this tool.
And that's why we have to be careful to always write "Wang" capitalized. :-) And indeed I hope people will be able to cool stuff with this feature. There will be some improvements to it in coming builds, and feedback is very welcome.
There is no native support for Unity, but there is a very nice Tiled2Unity solution for converting Tiled maps to Unity meshes and game object instances. There is also Tiled4Unity, a variation that avoids the need for using an intermediate application. Check out this page for other potential options.
No problem at all. Tiled will always be available free of charge (and open source) because I think anybody should be able to use it regardless of their ability to support the development. I hope you will find it useful!
This is doable in Tiled, either by placing the upper part of the tree in another tile layer or by using tiles that are higher than the height of the grid, in which case the tile image will extend to cover tiles above.
Thanks for mentioning it, I'll be sure to look into the problem! I anyway am planning to change the OS X package from a .dmg to a plain zipped up .app folder, which seems to be more common nowadays. Maybe that will resolve this as well.
Hello Roadhammer Gaming! First of all thanks for buying Tiled! Unfortunately you're running into a regression in the latest release that I'll try to fix in a 1.0.2 release soon. Thanks to your detailed report it occurred to me that I forgot to list external tilesets that have not been added to the map yet in the Terrains view. As a workaround, you can place a tile from the tileset manually first or choose Map -> Add External Tileset from the menu to add your tileset to the map.