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Procedural pixel-art tile creator · By Led

Linux support and/or source code?

A topic by Pitzik4 created Mar 22, 2016 Views: 1,827 Replies: 15
Viewing posts 1 to 18

Hello! This seems like a wonderful tool; the concept has an elegance and power that you really don't see enough in graphics software. I guess that's ultimately not quite relevant to my request...? The point, I suppose, is that I would really like to be able to add this to my game jam repertoire. The problem is, it doesn't run on Linux. I know I'm not alone in my lifelong habit of creating programming-related projects using Linux exclusively.

I could use Wine or a VM, but one's finicky and the other's a hassle and they both leave a bad taste in my mouth. It depends on what you used to make it, I suppose, but if you've ported Tilemancer to Mac, I don't imagine it would be too much more work to port it to Linux, too. If you don't want to do it yourself, you can always open-source it (since it's already free to download, after all), and I'll see if I can port it myself, which I probably can if it's feasible with whatever framework you used.


Hey there!

I do plan on porting Tilemancer to Linux as soon as possible. It shouldn't be too hard, barring the OpenGL rendering code.

As for the source code, I decided not to release it mainly because it's a total mess and i'm not confortable with it.


You could just put a disclaimer along with the code that you're not comfortable with it. Besides, maybe somebody would like to help you clean it up! I would definitely like to try out your tool, but I don't like running applications that hide their source code. Also, I'm generally working on Linux.

This project looks really cool, and I'm another linux-only game developer who'd love to use it!

I am eagerly looking forward to a Linux version

For the record, the the Windows version of TIlemancer currently crashes using the latest version of wine, so that option is off the table at the moment.

(1 edit)

It would be really cool if we can get a Linux version with the source code.

If you open source the project the community can help you refactor the code and mantain this awesome tool.

EDIT: Tilemancer on Wine doesn't work ATM

I also think as long as you don't want to monetize it, releasing the source could be good idea :) I can confirm it does not work with wine


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

Where should i host the source?

Awesome! Github, please. You'll probably get the most contributions, bugfixes, bug reports, etc if you host it there.

I think it doesn't really matter whether it's on GitHub, Bitbucket or GitLab. They're all great services. GitHub is the biggest, but GitLab allows you to log in with accounts at either of the others as well as with Twitter or Google.

In any case that's great news and I'm looking forward to trying it out!

+1 for going open source, that's always a good decision.

See if you're not familiar with open source licenses, basically the typical choices would be MIT (very permissive) or GPLv3 (copyleft, ensures that all derivatives stay free/libre, which can be good or bad depending on your use case).


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?


X11 License (MIT) is compatible with GPL so you can use it. I'm not sure about header files but I suppose you can do whatever you want with them as long as you keep oryginal copyright information.

Hi Led,

As TeddyDD mentioned Lua and GLM being MIT, they are both compatible with the GPLv3. About the license, I'd advise you to use GPLv3+, i.e. the one which states "version 3 or (at your option) any later version". This would mean that if the FSF publishes a GPLv4 in the future, your application would be compatible with it (it's both good and bad, it depends how much you trust the FSF to keep future GPL versions good - but I know some projects stuck on the GPLv2 (without +) like Stratagus, and it can be problematic for them).

About the headers, typically you should not include them, as (at least on Linux and OSX) the ones from the system should be used. Several projects still bundle them as a convenience for Windows compilation (setting up development libraries is arguably more painful there), but if you can do without it, it's a better practice.


Done! Thanks for the help.

The source code for 0.2.0 is contained in a single main.cpp file at

I apologize for the lack of readability.

Thanks for sharing! I've done some first steps to get this code to compile and link on Linux. Unfortunately it crashes on startup, but I hope that won't be too hard to fix.

I was able to get the Tilemancer code running on Ubuntu 16.04. It turns out it was just crashing because the repository was missing all the data files. I extracted them from the 0.2.1 Windows zip file, and added them as a PR.