I am on the verge of releasing for sale my tile engine code, and am looking for comments on what features people would like. Including a name of some sort
Comments, ideas and possibly testers are all welcome (testers from IRC are more likely to be accepted - I lurk there as Rakoonic).
WHAT IT CAN DO:
- Import LUA and JSON levels direct from Tiled.
- Draw levels incredibly quickly.
- Handle levels of any size (coming soon - SNES Zelda overworld test!).
- Alter levels on the fly.
- Automatically back-up level data for resets (IE change a level then revert it).
- Tile animations at virtually no additional cost (all set up within Tiled).
- Tile groups (lets you change lots of tiles
- Resolution and tile-size / shape independant.
- Merge your own display groups with them (eg foreground and background done in Tiled, player and enemies in the middle of the āsandwichā).
- Easy parallax.
- Unlimited tile layers.
- Loads object groups and makes all the data easily accessible.
- Window set up.
- Areas (limit your view to areas within the map).
- Convert between tile coordinates and screen coordinates and vica versa.
WHAT IT WILL PROBABLY BE ABLE TO DO SOON:
- Wrap the map.
- Additional scaling.
- Clip scrolling to device pixel boundaries, to minimise visual distortion by attempts to move fractions of a second.
WHAT IT CANāT DO: - Physics. No. I hate black box physics
- Collision detection (that may come later as a seperate module)
It is designed to load a Tiled level and get at the data easily, and draw it as simply as possible.
Nothing more, nothing less. But, it *is* quick! My demo game runs at 60 fps on an ipad with 4 fullscreen layers of 96x64 tiles (why not square? Donāt askā¦! ) along with multiple enemies, full level collision and parallaxed backgrounds. The levels are many screens in size (wouldnāt matter how big they are though).
SAMPLES:
- Videos are oooold, I donāt have the hardware to record decently. Hence some screenshots as well, although they donāt really do the smoothness justice!
http://imgur.com/a/wcBMk#2
http://www.youtube.com/watch?v=GSeWKQYCDTo
http://www.youtube.com/watch?v=C2D-2e3Pf0M
COMMENTARY:
I find myself in a bit of a tricky position - Iāve been thinking about selling my tile-map drawing code for a while now (6 months or more), and it has been moving, albeit slowly, in the direction of being a useable set of code, but it wasnāt exactly progressing at lightning speed (was on hold due to Corona bugs that lasted months).
Then a few days ago I stumbled across Dyson122ās thread: http://developer.coronalabs.com/forum/2012/10/29/million-tile-engine-any-interest-feature-requests
Heās doing the sameā¦ Doh!
I had a tough choice - do nothing, or try to beat him to the punch. Given how the code was actually already very close to release and is stable, I figured Iād go for the latter. I am not a fan of competing so directly with anyone (which is why I wasnāt in rush to release until Lime basically went dead, although the focus with my code is very different to Lime, but from an outsiderās perspective it ādraws Tiled levelsā.
I am also aware of Lime apparently going open-source, and some guys also getting together to try to do another Tiled loader - open source. Well, weāll just have to see if there is a market for something paid, but I can promise you at least some highly optimised and just plain quick code!
If you must complain about this perceived competition then please - keep it civil! I can trace my own code back to at least April last year (http://www.youtube.com/watch?v=P0jEtpuZZoY), although obviously this is *working* code with collision detection, so it pre-dates that by several months at least
In fact, the main reason I did nothing for a long time was the transition to image groups and their bugs (which lasted many, many months, rendering them unusable). By the time the bugs were fixed, I was working on other projects! [import]uid: 46639 topic_id: 36175 reply_id: 336175[/import]