2d Tile Map Editor

Miscellaneous Forums/Blitz Showcase/2d Tile Map Editor

The forum is locked. These are the original blitzbasic.com forums, kept so they can still be read. No new topics, replies or edits can be made here. To join in, head over to the Blitz3D+ forums.

I've made tons o' mapeditors myself (the quickest one in 90 minutes, including load/save/macro-edit etc.), so over the years I got quite some experience on the matter :)


So, my tips are purely a list of what my own mapeditors would look like.

- map must always be dynamic regarding width&height, should be able to expand/shrink at all 4 sides (north, west, south, east)
- the format of a tile is prolly either a byte for small games, or a short for bigger games. I always take a short as standard. In the ideal case this is dynamic however.
Tiles however must really have any size, just 32x32 won't do.. it makes the project dependent on the map-editor, while this should be the other way around.
- stamps, I call them macros, there should idealistically be on screen a list/menu with macros visable, rather than just one. Also, rather than a seperate editor you could think about grabbing a macro from the actual mapeditor. This way your 'macro-editor' always has the same features as the map-editor.
- the mapviewport should be customizable, if your game has 24x16 tiles on-screen, then it's a bit messy if your viewport allows 32x32 orso. The extra tiles on screen distract the design.. you tend to think that you are drawing a map for a 32x32 game.
- copy/paste = important :P
- additionally you could give each tile a lock-flag, to protect them from wrong paste/draw-actions.


'nuf for now .. maybe more l8r :P

Bottomline is that the mapeditor should be as dynamic as possible.