Completely Lua/Love2D based map editor and player

Showcase your libraries, tools and other projects that help your fellow love users.
User avatar
OttoRobba
Party member
Posts: 104
Joined: Mon Jan 06, 2014 5:02 am
Location: Sao Paulo, Brazil

Re: Completely Lua/Love2D based map editor and player

Post by OttoRobba » Mon Jan 06, 2014 8:37 pm

Ah, I see, pardon me I skipped a bit of the replies.

I wouldn't mind if it stayed as a library but the demo worked more like a standalone application but I see what you mean. :)

pauljessup
Party member
Posts: 141
Joined: Wed Jul 03, 2013 4:06 am

Re: Completely Lua/Love2D based map editor and player

Post by pauljessup » Mon Jan 06, 2014 9:18 pm

Yes, I do see what you mean- maybe some day it can be a stand alone map editor. But right now I'm more focused on getting it out and getting it crazy documented.

And don't worry about skipping replies. It's a long thread so far.

pauljessup
Party member
Posts: 141
Joined: Wed Jul 03, 2013 4:06 am

Re: Completely Lua/Love2D based map editor and player

Post by pauljessup » Sat Jan 11, 2014 5:14 am

It's ready for release.

What I need to do:
Probably create a new forum post. Specifying that it's an open source library.
Document, document, document. There is a lot to document here, because there is a lot of insane possibilities. Since it's made to be easily extensible thorugh a plugin architecture, there is a lot to go over, but it's well worth it.

Future Projections:
From this point forward the library will move forward in two ways:
Changes to the core library will be for bug fixes and basic improvements.
Additional things (new map formats, etc) will be done as plugin releases, and will be optional.

Planned future plugins:
NPC/Characters that are simple to extend and talk and walk. Same with treasure chests, pots.
Isometric maps.
Mode 7 Scrolling layer plugin
Light/shadow plugin for dynamic lighting layers
Auto-mapping plugin for randomly generating dungeons


-Features-
Works in 0.9 only
A plugin architecture for adding on new features with ease.
Open Source under LibPNG license, allowing for commercial releases of games made with it.
An Object Oriented architecture using HUMP's classes for ease of use
Every layer can have it's own tileset, and every map has a default tileset that layers use when it's not specified.
Each layer can have it's own speed that differs from the map scrolling speed
Collision layers
Scrolling layers that scroll by themselves for fog effects/etc
Moving objects between layers is simple and quick, for effects like Super Castlevania 4 where you could walk behind the gate
Every layer can be an object layer
Objects are made using a base class you can easily extend and add on to. Or you can skip this entirely and just do objects however you want.
The basics- fill bucket, tile placing, grouped tile placing, etc.
Each layer can have it's own opacity, same with each object.
Maps can have templates. These specify how many layers, and which layer has which tileset. This can make it quick and easy for basic map creation. A forest map with the right layers/tiles, a house map, a city map template, a dungeon map template, etc.
Being able to call the map editor/level editor in game.
The map editor uses it's own font and mouse, but it removes these when it returns to your game.

Note:
All the bugs mentioned before have been fixed.

And a lot more that I can't think of right now, lol.

Attached are a few screenshots.

Here is the demo:
https://dl.dropboxusercontent.com/u/635 ... entea.love

ANd here is the github for the library by itself:
https://github.com/pauljessup/greentea
Attachments
2014-01-11_0011.png
2014-01-11_0011.png (51.38 KiB) Viewed 5888 times
2014-01-11_0010.png
2014-01-11_0010.png (42.99 KiB) Viewed 5888 times
2014-01-11_0009.png
2014-01-11_0009.png (56.96 KiB) Viewed 5888 times

pauljessup
Party member
Posts: 141
Joined: Wed Jul 03, 2013 4:06 am

Re: Completely Lua/Love2D based map editor and player

Post by pauljessup » Sat Jan 11, 2014 5:20 am

Tiles used in the demo and sprites used in the demo came from Open Game Art:
http://opengameart.org/content/tiny-16-basic
and
http://opengameart.org/content/more-nes ... characters

pauljessup
Party member
Posts: 141
Joined: Wed Jul 03, 2013 4:06 am

Re: Completely Lua/Love2D based map editor and player

Post by pauljessup » Sat Jan 11, 2014 5:21 am

A Note on the Demo:
Each layer in the demo has it's own tileset. Move between the layers to drop walls, etc where they should be.
The main object layer is Details.
In a future demo I will have several object layers, showing off the ways objects can easily move between them.
The walls layer is a collision layer. Any tile here will cause the player to bump into it.

User avatar
SiENcE
Party member
Posts: 780
Joined: Thu Jul 24, 2008 2:25 pm
Location: Berlin/Germany
Contact:

Re: Completely Lua/Love2D based map editor and player

Post by SiENcE » Sat Jan 11, 2014 1:01 pm

pauljessup wrote:Deletion of objects is on right mouse click. It's on the bottom of the menu. When you hover over it, it says "Delete object".

-moving the map via cursorkeys and w,a,s,d should be possible
I meant why the need of pressing the menu button for deletion of tile? Instead, make left mouse place a tile and right mouse delete a tile when in editing mode.
pauljessup wrote: It is open source? Github:
https://github.com/pauljessup/greentea

&you can open the .love file with an archiver of your choice and take a peek at the examples source code.
Great!
pauljessup wrote:"This way others could easily add an tileeditor to love games."

That's the point and the whole purpose for this. It's also called a "library" for a reason :) I want other people to use it, and I'm trying to find a versatile license where I still retain the basic copyright, but other people can use it in whatever they want, commercial games included. Libpng seems to be the best bet.
Nice. I also choose zlib/libpng License for my Astray library. Would be a nice combination :-).

So when your license is up i will try to combine both.

pauljessup
Party member
Posts: 141
Joined: Wed Jul 03, 2013 4:06 am

Re: Completely Lua/Love2D based map editor and player

Post by pauljessup » Sat Jan 11, 2014 3:34 pm

Awesome.

The bring up a menu to delete- I just found that (personally) I move the objects more than I delete them? Just a personal preference.

License is up-> it should be under greentea/license.txt. Like I said before, I still need to document and comment things, and maybe show an example or two. It's easy to add in plugins, but it's basically knowing what goes where, and what class to override, and which functions to use. So it's simple, but needs documentation :)

Update:
Started adding some documentation. This is going to be awhile to get it all in.
https://github.com/pauljessup/greentea/ ... umentation


Update 2:
Added documentation on how to add a tool to the toolbar. Pretty simple :)
https://github.com/pauljessup/greentea/ ... er-toolbar

pauljessup
Party member
Posts: 141
Joined: Wed Jul 03, 2013 4:06 am

Re: Completely Lua/Love2D based map editor and player

Post by pauljessup » Wed Jul 12, 2017 5:10 pm

Just updated this so it works with the latest version of Love2d

pauljessup
Party member
Posts: 141
Joined: Wed Jul 03, 2013 4:06 am

Re: Completely Lua/Love2D based map editor and player

Post by pauljessup » Mon May 06, 2019 5:02 pm

Five years on...just updated it so that it works with the latest Love2d.

I eventually plan on making an OpenSource RPGMaker with this...

https://www.dropbox.com/s/94180gt6mty5m ... a.zip?dl=0

pauljessup
Party member
Posts: 141
Joined: Wed Jul 03, 2013 4:06 am

Re: Completely Lua/Love2D based map editor and player

Post by pauljessup » Mon May 06, 2019 5:02 pm

oh shoot, forgot I had a git repo for this...should probably update that, too

Post Reply

Who is online

Users browsing this forum: No registered users and 11 guests