Lime was a victim of its own success though.
It tried to do too much, a jack of all trades, and ended up pleasing very few people.
The aim of my code is simplicity and speed - so really it shouldn’t need too much support, and functionality is limited by the fact it is purely meant to load and draw. Realistically it only needs a few more things and it should be there - for its stated aims, it does everything needed now, but obviously if I can help with something simple, I will.
As for formats, I did read somewhere that JSON and LUA exports don’t preserve all the data from Tiled. With LUA this is definitely true, and frankly I doubt I’ll continue developing that importer - it is there for now because it is the quickest way to load (external tile sets? Forget it!). The JSON exporter I’ve found to be very complete - so far there isn’t anything missing, although I’ll admit I probably don’t push Tiled too far (I do use object layers and lines / shapes etc though - all this data comes in fine from the import process).
Documentation? Yeah umm… that’s another reason why it is good to keep it small, less of the boring stuff for me to do
But, here’s the simplest example code to get a map drawn and displayed:local tileMapClass = require( "libs.tiles\_map" ) -- Load the library
levelTileMap = tileMapClass.new{ file = levelFile } -- Create the tile map
levelTileMap:TL\_DrawAll( 0, 0 ) -- Draw it at 0, 0
Obviously there are more options to it, and the defaults aren’t going to always be useful, but, at the end of the day, it isn’t brain surgery.
One of the more useful features I’ve found in mine is working in Tiled units - so you are not working in pixels, but fractions of tiles. [0.5, 0.5] would be half a tile in horizontally and vertically. I’ve been playing around with different tile sizes and this makes it really easy to swap around, especially for collision code (although that *won’t* be included).
One thing I want to get in is the pixel-movement. I *think* it should be possible, but haven’t tried it yet. Despite what I said above about using Tiled units, displaying the levels in pixel units should make it easier for people to do scrolling with minimal visual glitches. Sadly the only way right now to remove all these glitches is to work without a zoom mode. I do this, but I know most people don’t, so I want to try to factor that in, because it can range from a tiny distraction to massively hideous
I know many people want a complete solution, but that would lead down the path towards Lime again, something I explicitly don’t want. What I hope to offer is code that will help people do what they want without the perceived limitations of Lime and/or Corona. At the end of the day it benefits me if more people take Corona seriously in the industry. [import]uid: 46639 topic_id: 36175 reply_id: 143683[/import]