I think there's need of some shared resources among YOB (graphics repository is one of them!) to prevent people re-inventing various things.
Like map editor.
How feasible is it to create a generic map editor?
The specifications I can think of are:
-platform independent (java would make life easier.. but there's still wxWindows)
-opensource with a hacking doc
-it'd be best to gather all functions that will be customized in a seperate module
SMEE is platform-independent & opensource, but IMHO still far from being generic (in restricted sense of course). Were you considering any updates recently Devlyn?
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Generic Map Editor - SMEE? (Read 88556 times)

#2


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Nice idea but I think it is nearly impossible to find an approach that is generic enough to handle all Blahian games. Either you had to agree on a map type (probably not possible) or you needed to implement a damn variable editor - like eclipse platform is for programming and a map format like XML for general exchange.
Anyways the last question is really good - what's up with SMEE Dev?
Anyways the last question is really good - what's up with SMEE Dev?
t's not like I really care

#3
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Shining Spammer


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Euhm... it's sleeping I guess
. I've been focussing much on other things lately, but if there's interest in additional enhancements, then I'm willing to get back into it
.



#4
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Shining Sideburns

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There's a variety of map editors around, such as Mappy and TileStudio, and they're pretty customisable.

#5


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I've not yet taken the opportunity to test SMEE, but I will....
Yes, I surely will....
Yes, I surely will....
hining Odyssey under devlopment: http://mapage.noos.fr/zylokh

#6


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Actually, IMHO, it should be possible for all tilebased SF derivations when it comes to base, excluding game-specific stuff, like events & object/terrain effects which I thought to be possible if there's a good hacking doc.
*cough* open-source and platform independent *cough*
Quote from: "Ty"
There's a variety of map editors around, such as Mappy and TileStudio, and they're pretty customisable.
*cough* open-source and platform independent *cough*
n a world without walls and fences,
who needs windows and gates?

#7
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Shining Spammer


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Well, I suppose SMEE would be suitable for that cause, although it does need a good bit more work to get a good map format. 


#8
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Shining Sideburns

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Quote from: "Cortez"
*cough* open-source and platform independent *cough*
How many TSS games are open-source and platform independant? I was merely letting people know there were solutions already out there.
Mappy will run under Linux with Wine, and TileStudio is open source.
Was only trying to be helpful.

#9


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actually I must agree to Ty that at least Mappy seems to be an interesting tool... at least because I didn't look much for Tile Studio. 

t's not like I really care

#10
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Shining Spammer


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I used Mappy in the past once, and one nice element of it is that it's language-independent
.


#11
Cortez_
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Hmm.. calm down Ty 
sffc is platform independent (well, almost, it won't work on nes
) and sfta will be soon. And I hope there'll be more in the future.
The problem is most of tools are windows only, and this pushes people to start in win. And this is why there's just a few.
Say, i have mac (classic), dreamcast or risc os. What am I going to do with these tools?
I know, and I didn't intend to say anything contrary. Why did you take it as if I was offending you...anyway.
edited by Devlyn: Added a right name to our Guest

sffc is platform independent (well, almost, it won't work on nes

The problem is most of tools are windows only, and this pushes people to start in win. And this is why there's just a few.
Say, i have mac (classic), dreamcast or risc os. What am I going to do with these tools?
Quote from: "Ty"
Was only trying to be helpful.
I know, and I didn't intend to say anything contrary. Why did you take it as if I was offending you...anyway.
edited by Devlyn: Added a right name to our Guest


#12
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Shining Spammer


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In what way are SFFC and SFTA platform-independent? Are you using .NET or something??
On a different note, I think the highest priority currently is something that works in the first place, regardless of platform (in)dependency.
On a different note, I think the highest priority currently is something that works in the first place, regardless of platform (in)dependency.


#13


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Basically Cortez ports SFTA to SDL , SFFC is already based on SDL
If you might not know SDL :
Simple DirectMedia Layer supports Linux, Windows, BeOS, MacOS Classic, MacOS X, FreeBSD, OpenBSD, BSD/OS, Solaris, IRIX, and QNX. There is also code, but no official support, for Windows CE, AmigaOS, Dreamcast, Atari, NetBSD, AIX, OSF/Tru64, RISC OS, and SymbianOS.
SDL is written in C, but works with C++ natively, and has bindings to several other languages, including Ada, Eiffel, Java, Lua, ML, Perl, PHP, Pike, Python, and Ruby.
Basically it runs on anything xcept your toaster and you can use any language xcept French....
If you might not know SDL :
Quote from: "SDL Website"
Simple DirectMedia Layer supports Linux, Windows, BeOS, MacOS Classic, MacOS X, FreeBSD, OpenBSD, BSD/OS, Solaris, IRIX, and QNX. There is also code, but no official support, for Windows CE, AmigaOS, Dreamcast, Atari, NetBSD, AIX, OSF/Tru64, RISC OS, and SymbianOS.
SDL is written in C, but works with C++ natively, and has bindings to several other languages, including Ada, Eiffel, Java, Lua, ML, Perl, PHP, Pike, Python, and Ruby.
Basically it runs on anything xcept your toaster and you can use any language xcept French....

t's not like I really care