Hey sorry, not trying to be a pain.
I'm just saying it makes sense to use a unique character instead of a negative number because if you were to compress the data you would have less data.
Plus it makes it more readable and easier for novices to edit with find/replace in text editors--which is always powerful.
Yes, I keep what you say in mind; However the data is not compressed at the moment as right now I am only implementing the most important (and sometimes easiest) set of features to implement each release. I have not touched compression yet, however when I do I will consider what you have told me here, but as of now I am not worried about compression yet.
hey,
1) I was wondering if i can import my own tiles set in your editor ?
2) If yes do i have to respect some rulez to make it work as good as your exemple with your tiles ?
3) Why I still can't put collisions on the map ?
4) Collisions and layer management are saved and managed by the map walker ? I mean my character will directly be stop by a collision or will be able to walk behind a tree ?
5) After the animated tiles, do you expect to do something else or the editor will be finished ?
Good job for your editor, i cant wait for the last release so i can use it for my RPG
1) Yes find an image. In the menu Choose Tileset and Choose Change...
2) Image must be loadable from within SFML
3) In the menu choose Map then choose Properties. Under the collision tab in the Notebook Control Check the HasCollisionLayer checkbox
Choose MapBased and TileBased in the radiobutton groups. Click Ok.
Change the Current Layer to Collision. there.
4) It is saved in the .map file for more information read the user manual.
If there is a collision (it is denoted by a glowing red tile) then the player will not be able to walk there.
5) There will be a list of everything I will be doing in the user manual next version, But I am far from finished; However, don't let this stop you from using the program. As of now (minus animated tiles and other collision types) It is usable for creating 2d rectangular maps.
And I don't plan on changing the .map format for awhile so your .map files should remain compatible between updates for awhile. (And if I do change it I will include an option to load from the previous format as I have done for .map files created with the first few versions of the program).
And thanks!