on 27-12-2011 01:31 AM
Does anybody want to help me make a community TileEngine library. So far ive modified the Image Sample to the point that i have images being converted into texture2D and then organized into a dictionary.
Basically this will just be an easy to use tool that will take a tilesheet where you can either load the entire tilesheet itself, or individual tiles from it with user suplied pixel width and heights.
My main goal right now is to keep as much under the hood code as possible away from the AppMain file. The sample had way too much of that.
Also eventually I hope to extend this project into being an actual level editor type thing. Perhaps even being able to develop your games on the go as a ps suite app. ![]()
Let me know if any of you guy are interested.
on 27-12-2011 01:33 AM
on 30-12-2011 01:06 PM
on 01-01-2012 04:32 AM
on 01-01-2012 02:54 PM
on 17-05-2012 08:10 PM
Sorry for reviving such an old thread, but Im very interested in this. Has there been any progress on this?
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I am merely a graphics designer who wants to program, go figure.
on 17-05-2012 11:16 PM
I can load and display xTile maps fine using the MonoGame port, but I haven't gotten it to run outside the simulator. It has something to do with the way I'm loading the map from a file. MonoGame doesn't support Content.Pipeline, which is how xTile maps are supposed to be loaded. If I can get past that, then we have a full tile engine and editor to drop in.
on 18-05-2012 01:27 AM
Are the games you have on your website using your current method?
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I am merely a graphics designer who wants to program, go figure.
on 18-05-2012 01:41 AM
18-05-2012 04:54 PM - edited 18-05-2012 04:59 PM
The project on our site is XNA. I'm not even thinking about the PSS port until I can get xTile up and running on real devices.
That library you're linking to has the same issue I'm running into - the loader depends on the XNA Content Pipeline, but MonoGame doesn't port the Pipeline. It involves preprocessing the content at build, which I don't think is an option here.
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