An orthogonal map in Tiled.
This was originally going to be a post on my Facebook page, but it became a little too long. It’s been a while since I posted on the blog here, and I’ve mostly been working on things other than the SVG Game Engine. Although I’ve back burnered that for now, I will definitely revisit it when I stabilize my job situation somewhat. I’ve been mostly working on contract projects with some tinkering on the side for the past few months.
I’ve started working on a Windows Phone 7 game to hone my C# skills and I found a loader class for the map files that Tiled (a FOSS 2d tile map editor) spits out.
I decided to use the “Object Layers” feature of Tiled to place the fortresses on my map. I go into the code and look for how to access the objects loaded in…oh, it doesn’t handle them. Shit.
So I go in and look at the map file (it’s just an XML file) and figure out the structure and start expanding the loader to load in Object Layers and objects, and their properties (which are key=value pairs, essentially). I write it all up, I’m basically ready to test it. As a courtesy to the author and other people using the class, I post on the blog saying I’ll go ahead and release my changes to incorporate the new feature.
But wait…what’s this? The post has a link *in the first sentence* to someone that already fixed the loader to have the features I just wrote. And *that* post has a link to a CodePlex page where someone took the loader and properly fixed it up into a XNA Content Pipeline library. Goddamnit.
Now I am going off to completely rejigger my project to use the proper lib, which is all set up nice and neat the right way.
Blah, reading comprehension fail.
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If you missed the links in the body of the post, here they are again:
Tiled: A F/OSS 2D tilemap editor.
TiledLib: A C#/XNA library for processing maps from Tiled.