Goji editor removed its support for gideros. There is tiled but it doesn't have true support for gideros. Corona , Cocos2dx, torque2d etc. has their own level editor. So, I'm thinking how about an official level editor for Gideros. It'll make it easier for developing RPG games. How was my idea? :>
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it's probably not that much work to add this to goji, much less than making a whole editor.
Likes: SinisterSoft
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Tiled works well with gideros.
What features are you missing from Goji editor? (never used that one)
It all depends on what you are doing:
If you need "physics":
this video shows how to use TiledAsWorldEditor
you can find TiledAsWorldEditor project here
https://github.com/1dot44mb/gideros/tree/master/tools/TiledAsWorldEditor
If you don't need physics you will have to find your way to calculate collisions on a different basis, you can use TNT Collision by GregBug or Sprite:collidesWith by ar2rsawseen (I believe that both can be found on this forum, I can't look for those right now).
Since you are on a tilemap, assuming that you are not developing a platform game, you could also avoid "real" collision calculation, and decide previously where to go with a pathfinder (Jumper by Roland Yonaba is amazing here).
As a reference project to take values from your tilemap file you can use the project I attached here (last post)
http://giderosmobile.com/forum/discussion/5361/level-editor-of-choice/p1
Likes: Eshan
Tiled has some really awesome features, especially its tilemap editing stuff. What I don't like is the generated output which seems a bit bloated. I want some lean binary files for my games. They might not be as flexible but would think they will perform better.
I am currently working (slowly) on a level editor for Gideros using Visual Basic.NET. I may release it for public use but it won't be the most polished of programs.
One thing I really would love in Gideros is the ability to access the host filesystem from within the simulator (in my case Windows). Just a few basic functions to list directories, and read/write files would be so awesome. It would be a giant gift from above to be able to make the editor in Gideros. Having to switch back and forth between languages is a pain and saps time badly.
Likes: Eshan, gorkem
Looking forward to use your level editor @antix
Another way could be to write a tiled-lua to gideros stripper/parser.
You CAN access the host file system from gideros simulator using lfs
http://giderosmobile.com/forum/discussion/2072/how-to-load-images-from-a-folder-on-sdcard/p1
I tried doing a level editor using gideros, it was technically working. But I gave up because I figured out I was going faster with tiled, keyboard mouse and json editors
https://deluxepixel.com
@Pie I have considered this but decided to reinvent the wheel since it is fantastic learning and I really dislike using code (other peoples) that I don't fully understand. Having said that, maybe I'll download the code and see if it's worth trying to rip out parts that will benefit my own project.
I looked at the lfs thing but it seemed like a whole lot of silly hoops had to be jumped through to even get the thing working (and the luarocks install.bat failed miserably anyway). I can't understand why so many people these days seem unable to release something that is straightforward and easy to use, like Gideros.
For now I'll stick with VB.NET. while it can be frustrating, at least I'm moving forward with it at a steady (albeit snail like) pace.
I believe that lfs is enabled by default (tested in gideros 2014.10)
I never did anything "strange" to get it working
Likes: antix, SinisterSoft
https://deluxepixel.com
as in (guessing, not tested)
Likes: luyimoon
https://deluxepixel.com
Likes: SinisterSoft
https://deluxepixel.com
Thinking more about a level editor made in LUA, I think it would be quite a task to create all the GUI stuff like sliders, checkboxes, etc. I looked at Widget Candy and while it looks really cool, if a level editor was made using it, the code could not be freely distributed I think.
https://deluxepixel.com
I don;t know of any other way to send an app to the simulator except from within Gideros Studio,
Wxwidget binding - wxlua.sourceforge.net
QT binding - nongnu.org/libqtlua/
Currently however I am making progress with VB.NET so I will persist with that for a while longer
http://notebook.kulchenko.com/zerobrane/gideros-live-coding-with-zerobrane-studio-ide
I just had a closer look at wclua and it doesn't look as easy as Widget Candy, check out their website to see how easy it is to use.
I have been playing with my map editor a lot on the past few days and it's going really well. The biggest problem I have is that I don't think I can make it available for other Gideros coders because the editor is really for my own game engine where pretty much everything uses 64x64 tiles.
Overall Tiled is pretty good and flexible, it just doesn't work with my game engine sadly.
If it is no longer working It could be just some syntax to fix.
I don't know of other alternatives, I use tiled without box2d..