Posts Tagged ‘Tiled’
Seeing as I actually have a level loaded in my game, I thought it might be a nice to update the blog with a screenshot. Finished tiles in Pickle, created a quick test level using Tiled, and then spent several hours swearing at Visual Studio whilst integrating TiledLib. There was nothing wrong with the library, but I decided to rearrange all of my code to access parts of code from other places. I went from GameComponents to a traditional singleton pattern, and now a interface / services system. Got there in the end (hopefully), and after all that fuss, it only took 4 lines of code to import and render my test map <3
I guess I should get working on some gameplay now… there needs to be some kind of character in here. Unless you just want to stare at a crap background?
Alright, now that I have some time to finish this up, I am declaring what I will be using, and sharing my basecode. Actually, baselibrary.
I’ll continue to develop in Actionscript3, using the Flex compiler. My IDE will remain FlashDevelop, as I am quite happy with it since I discovered the FlxDebug plugin. My graphics library will be Flixel.
Graphics will be drawn in Photoshop, or InkScape if I end up doing vector art.
Sound? I am not sure yet. SFXR is always there if I end up being lazy, but I might try something different this time.
Basecode? Some. It’s a hodge-podge of miscellaneous stuff, mostly for Flixel. For example, a simple class for drawing status bars, and another for creating scrolling text displays. The kind of crap I end up duplicating over and over, so I just stuck most of it into a separate library.
I’ve been working on a Tiled loader for Flixel. It’s pretty much feature complete*. The nice thing about Tiled levels is that they are more than just tilemaps, but can contain any amount of meta-data in so-called “object layers.” It’s decent if you’re into 2D tilemaps.
I wrote some Astar pathfinder stuff to go along with that, but it’s a bit broken at the moment. I will try to get it working before tomorrow afternoon.
*As long as you use the QT version of Tiled, and don’t use isometric tiles.