Haha well I feel that I can call this V1.0 now. I have fixed plenty of bugs and redid some of the things in the program. So there are a lot of changes in this version if anyone just happens to have did something with this your .map files are now incompatible you are still able to load it within the program though (File > Import > Other).
30 May 2010
released version 1.0.0 of TilemapEditor
Change log:
-New: XML Exporting / Importing
-New: GBA formats Exporting
-New: User Manual
-New: Improved .map format (see Technical Information in User Manual for specification) the program will still load the older version.
-New: Advanced Import / Export (use this to open maps saved in the older format)
-New: Map Walker Program to test collision and a generic starter for games.
-New: Playtesting maps from within the program
-New: You can now zoom in/out the tileset
-Fixed: Selection when selecting from different corners
-Fixed: Selection not vanishing when switching from Select Tool.
-Fixed: Zooming in on map is a lot nicer (camera stays in its position)
-Fixed: Tile Window always changing when image loaded / changed map properties. Now it only changes when a new image is loaded or tileset zoom changes
-Fixed: In addition made the Tile Window sash change less annoying when loading wide images.
-Updated: Map Viewer Program to work with new map format.
-Updated: You may now load from a txt file
Also as usual any bug reports are appreciated!
And lastly here is the Source code for the MapWalker program (IN C++) this can be used to make a basic game that uses maps made by my program
MapWalker@Nothingness/Lokk Sorry for not responding sooner, college caught up with me :/ the map format used was documented in the first post (though the link for it was rather hidden). I have changed the format and it is now documented in the User Manual provided with the program. The source code above includes a reader for the new format.
To use the collision editor all you have to do is Map > Properties under the Collision Tab select HasCollisionLayer. Then choose MapBased and TileBased (the only type supported at this time). From there change the current layer to collision and then you are able to tell which tiles are passable or not.