- The Null Tile, tile 0, is annoying. It throws off carefully alligned tile sheets during import.
- Can't manipulate the tile palette, so you can't reallign them.
- Can't import from more than one tile sheet.
- There's no Brush Palette. You have to select them from a menu, and there's a limited amount of slots.
- There's no Objects. Everything's a tile and all tiles are the same size.
- There's no way to place a tile offset from the grid.
- Collision is coursely defined at best.
- And many more...
Tiled Map Editors: What's good? What could be better?
I've been working on a small Windows Mobile game for some time now, and over the past few days I've been working my way around Mappy, the popular, free tile-based map editor. I've discovered that Mappy has some, IMHO, serious shortcomings in regard to its flexibility:
throw table_exception("(? ???)? ? ???");
You sound like me when I went this route too.
I soon binned it and wrote my own. If I thought it would actually sell, I would've made it more data driven but in the end I just did it the way I wanted it done. Because I only wrote the features I wanted (though with some flexibility) it didn't take long at all.
If you go the self route, you'll also be able to expand it next time and also fix bugs and stuff, obviously.
I soon binned it and wrote my own. If I thought it would actually sell, I would've made it more data driven but in the end I just did it the way I wanted it done. Because I only wrote the features I wanted (though with some flexibility) it didn't take long at all.
If you go the self route, you'll also be able to expand it next time and also fix bugs and stuff, obviously.
------------------------------Great Little War Game
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