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.
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.
Mode 7 Scrolling layer plugin
Light/shadow plugin for dynamic lighting layers
Auto-mapping plugin for randomly generating dungeons
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
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.
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: