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Slick Forums • View topic - [UPDATED] Tiled

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 Post subject: [UPDATED] Tiled
PostPosted: Mon Mar 19, 2012 6:45 am 
, waiting for approval

CHANGES



Merged

Added ZLIB compression support (code needs to be reviewed)

Added parsing for opacity/visibility values of layers (need to still make render method render opaque layers)


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 Post subject: Re: [UPDATED] Tiled
PostPosted: Wed Mar 21, 2012 7:53 am 


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 Post subject: Re: [UPDATED] Tiled
PostPosted: Thu Mar 22, 2012 2:49 am 
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 Post subject: Re: [UPDATED] Tiled
PostPosted: Thu Mar 22, 2012 6:46 am 
I have already solved this bug, no need to push to dev. Currently all the Tiled0.8 stuff is in my branch, I will push it all over to dev soon.


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 Post subject: Re: [UPDATED] Tiled
PostPosted: Mon Mar 26, 2012 7:19 pm 
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 Post subject: Re: [UPDATED] Tiled
PostPosted: Wed Mar 28, 2012 9:45 am 


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 Post subject: Re: [UPDATED] Tiled
PostPosted: Wed Mar 28, 2012 10:40 am 
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Question:

Does or is it planned to support streamed maps using Tiled?

Speaking about online applications that download a small part of the map and add/remove stripes of tiles at every step. The the actual map is VERY large (10000 x 10000 tiles) but the client "knows" only a smaller part of the map.

Nitram


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 Post subject: Re: [UPDATED] Tiled
PostPosted: Wed Mar 28, 2012 11:04 am 
Well Tiled support is currently static in the sense that no it cannot do that. It would be a very large pain to implement this, but I suppose it's achievable.


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 Post subject: Re: [UPDATED] Tiled
PostPosted: Thu Apr 05, 2012 7:47 am 
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 Post subject: Re: [UPDATED] Tiled
PostPosted: Wed Jul 04, 2012 11:29 am 
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When will this be added to a nightly build?

Is there a unofficial up-to-date build somewhere?

Does TiledMapPlus make modifications outside of the tiled folder, i.e. can I just copy the files from bitbucket and have them outside the stable slick build?

This project looks really promising and I'm looking forward to using it in my game.


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 Post subject: Re: [UPDATED] Tiled
PostPosted: Fri Jul 06, 2012 11:57 am 
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 Post subject: Re: [UPDATED] Tiled
PostPosted: Sat Jul 07, 2012 1:07 pm 
It hasn't been implemented. Streaming is a very complex process, that would probably be more suitable to a binary format. None the less, it can be achieved with Tiled. I'll describe the process, and if you don't understand it, you probably won't be able to implement it.

The map is divided into chunks. Chunks are fixed in size (say, 16 by 16 tiles). Chunks are loaded around where the player is, in the order of closest to furthest. Whenever the player moves to a new chunk, another chunk in the farthest opposite direction is removed. This way, we are not exhausting memory by storing all the chunks. Objects are different, because they are not necessarily organized into structure. The general approach is to store all the objects and periodically search and remove all the ones we can't see.


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 Post subject: Re: [UPDATED] Tiled
PostPosted: Sat Jul 07, 2012 1:40 pm 
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 Post subject: Re: [UPDATED] Tiled
PostPosted: Sat Jul 07, 2012 2:05 pm 
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 Post subject: Re: [UPDATED] Tiled
PostPosted: Sat Jul 07, 2012 2:14 pm 
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