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Free Map it 64, Tile Mapping Application (WinXP/Vista)

Posted: Fri May 16, 2008 3:23 pm
by MarkSimms
Hello

Im adding , my program here , hope you like it? its free! and tested.

If you press 1 to 9 in the hex select window it uses hextile files 1 to 9, I was planning more graphics maybe you would like to add some?

thanks Mark

Posted: Fri May 16, 2008 3:33 pm
by Omnidon
Not bad. ;-)
Does it only use 20x20 squares or is the size customizable somehow?

You will probably enjoy the program I'm working on right now when it's finished :mrgreeninnocent:

Squares size

Posted: Fri May 16, 2008 3:36 pm
by MarkSimms
Hi Omnidon

You just press Enter for bigger tiles, and Enter again for Hex Tiles!

What are you Makeing?

Posted: Fri May 16, 2008 4:09 pm
by heruca
Just so folks know before they download this, it's a program for Windows XP or Windows Vista. The thread title has now been updated to include this info.

Re: Squares size

Posted: Fri May 16, 2008 4:42 pm
by Omnidon
Marksimms wrote:What are you Making?
I'll be creating many general-purpose roleplaying tools. One of them will be a (square) tile mapping application with much more advanced features. I'll post more details on it when it's nearing completion. ;-)

That sounds interesting

Posted: Fri May 16, 2008 4:46 pm
by MarkSimms
Hi Omnidon,

Hey are you near completion now? sounds good! can I get a sneak peak at a beta version? "Advanced features" sounds like fun.

thanks Mark

Posted: Fri May 16, 2008 5:56 pm
by GMBazUK
Woot! Woot!
Yet another front in the battle of the online VT apps is drawn, headed by Flash Major General, the mighty Omnidon!!

Perhaps "battle" is a bit strong, but Im excited!

Excited!... anyone?? :?

Baz.

Re: That sounds interesting

Posted: Fri May 16, 2008 6:56 pm
by Omnidon
Marksimms wrote:Hey are you near completion now? sounds good! can I get a sneak peak at a beta version? "Advanced features" sounds like fun.
Heheh, it's still in an early development phase, but I'll be sure to tell you as soon as it's ready for beta. ;-)

beta

Posted: Fri May 16, 2008 7:01 pm
by MarkSimms
Hi Omnidon

Let Me know, love to see it.

Mark

what Does it Run on

Posted: Sun May 18, 2008 1:15 pm
by MarkSimms
Hello aLL

Im collecting PC config, on what the program runs on! could you please add this to this thread? its realy important for future updates!

thanks Mark

Posted: Sun May 18, 2008 3:37 pm
by Omnidon
Haven't fully tested it, but it loads fine on a Dell dual core WinXP.

Config

Posted: Sun May 18, 2008 4:38 pm
by MarkSimms
Thanks Omnidon , I will put the info into my spec list

HEX TILES

Posted: Sun May 18, 2008 7:53 pm
by MarkSimms
here are the first few tiles Ive done! there terrible, but it gets you going! please share your tiles as Im no Artest

Posted: Sun May 18, 2008 8:24 pm
by Omnidon
There are large numbers of tiles available in the 16x16 (RPG Maker 2000) and 32x32 (RPG Maker XP) sizes.

Search for "RPG Maker tileset"

A large number of free 32x32 tilesets are included in the RPG Maker XP demo.

Game Maker is another similar application that uses 32x32 tilesets, although that community isn't as big.

I will be posting my own tileset collection at some point.

thanks

Posted: Sun May 18, 2008 8:56 pm
by MarkSimms
Thanks Omnidon , that will scale quite well "Tile size*1.25" 32 *1.25= 40 pixels & 16*2.5 = 40 pixels. I like the select box where you have a variable size. or for the 20 pixel square 16*1.25

Maths , who said gameing isnt educational :)

Posted: Sun May 18, 2008 9:28 pm
by MarkSimms
WOW Omnidon, thats opened up a whole new world for me! just found lots and lots of tiles.

Posted: Mon May 19, 2008 12:55 am
by Omnidon
Yeah, I was originally hoping to actually use RPG Maker XP as a map maker.

It has a lot of great features, but unfortunately since it is designed for making RPGs, it is lacking a few of features that I felt were crucial to good map-making... (such as an Export Map feature)

Thus I started working on my own application. At first I intended my tile mapper to just to be a mapping equivalent of RPG Maker XP, but now I intend to take it far beyond that.

Tiler

Posted: Mon May 19, 2008 1:05 am
by MarkSimms
Omnidon if your app is better than RPG Maker(for makeing Maps etc), that would be great! Im looking forward to looking at it! I can tell you know what your talking about! and seens as you have a background in RPG, it will probably be better than a made to fit the market type app.

Im sort a game anything, I toy around with all sorts of stuff, I felt I needed a Hex tiler, now all I need are the tiles done.

what RAM do you have in your Duo PC? I was wondering what MAP it worked on? I am interested in all machines it fails or works on.

Posted: Mon May 19, 2008 1:49 am
by Omnidon
My application is being written using mostly ActionScript.

Although I'm currently developing it using AIR (Adobe Integrated Runtime) as a desktop application, I will also probably create a web-based version of it.

Either way, it should work on any hardware and OS that can run Flash Player 9.

Obviously, the more memory you have the bigger the maps you will be able to create, although because it uses repeating tiles instead of huge individual bitmaps, it will have much better memory performance than most graphics-oriented applications (such as BRPG :P).

I will certainly create some means by which to import the maps into BRPG, although if AS3 support isn't added to Director 11 then it will have be something fairly basic.

OS independant

Posted: Mon May 19, 2008 2:16 am
by MarkSimms
Well it seems that OS independant is the new way to work, like Java(yet to learn it) Action Script sound like a simular approach. Ive seen some flash games there not bad. your right about the repeating Tiles less Ram needed, thats a good point - If your pre planning things like that - then im sure you will do it well. It will be nice to get your Maps into BattleGrounds, aswell. I think where users can contribute would be a nice touch.

Posted: Mon May 19, 2008 2:45 am
by Omnidon
Omnidon wrote:I will certainly create some means by which to import the maps into BRPG, although if AS3 support isn't added to Director 11 then it will have be something fairly basic.
Marksimms wrote:It will be nice to get your Maps into BattleGrounds, aswell. I think where users can contribute would be a nice touch.
Well, I didn't mean merely importing my maps. I meant the ability to import maps in such a way as to take advantage of the tiling feature, or at the very least the ability to alter the map on the fly.

If AS3 support is added to Director 11, then I could integrate the entire mapping program into BRPG.

yep I see

Posted: Mon May 19, 2008 2:57 am
by MarkSimms
Omnidon I see, it is a good project to do.!. I hope your as lucky at importing your MAP feature as I have been thanks to you, Those tiles I found 32x32 , I just streched at 125% in MsPaint and they went right into "MAP it" cant belive it not one tile at a time but full sheets hehe , glad I talked to you.

I realy realy like battlegrounds and the forums, and colors and content, the whole experiance here is pleasant.

Ive been on the demo before, and Im just going look at it again.

BattleGrounds

Posted: Mon May 19, 2008 3:33 am
by MarkSimms
Hey, That was great! I could use battlegrounds straight away! all came natural, and best of all I put my own map into it!

I think it would be good for solo play too!

Re: Tiler

Posted: Mon May 19, 2008 3:37 am
by Omnidon
Marksimms wrote:what RAM do you have in your Duo PC? I was wondering what MAP it worked on? I am interested in all machines it fails or works on.
I didn't see your question earlier. I have 2GB RAM in this system, although I'm sure something as simple as MAP It would work on much less.

Posted: Mon May 19, 2008 8:10 am
by heruca
Omnidon wrote:I will certainly create some means by which to import the maps into BRPG, although if AS3 support isn't added to Director 11 then it will have be something fairly basic.
Or you could just have an Export Map feature in your app, to create a stand-alone graphic that could be imported into BRPG like any other map. But of course then you lose all the RAM-saving benefits of the tile-based approach. Unless you export to BRPG's Encounter format, making each tile a BRPG tile (so that it's not one huge map, just a bunch of tile objects that are locked down under the grid).