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Found 206 results

  1. Is there any plan on supporting Tiled (http://www.mapeditor.org/) ? It is supported by numerous game engines (11 of those are html5 in fact) and it is really good tool to use, specially when you seperate graphic designer/level editor with programmer Of course you can parse the files yourself, but it would be great if it would be integrated in to Panda.js. And complete article on doing just that: http://gamedevelopment.tutsplus.com/tutorials/parsing-tiled-tmx-format-maps-in-your-own-game-engine--gamedev-3104
  2. By using a tileset that has margins I got the following error (because of the extra space given by margins I think): TileSet image dimensions do not match expected dimensions. The JSON file was created with Tiled. Here is the code I used: function preload() { game.load.tilemap('piramid', 'piramid.json', null, Phaser.Tilemap.TILED_JSON); game.load.image('tileSet', 'tiles.png', 16, 16);}function create() { map = game.add.tilemap('piramid'); map.addTilesetImage('tileSet'); map.setCollisionByExclusion([ ], true, 'level'); levelLayer = map.createLayer('level');} Am I missing something?
  3. I noticed that generated map using a JSON level scheme (manually created or even generated using Tiled) may cause a problem with collisions. Here is my level file: { "height":16, "layers":[ { "data":[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 3, 4, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 3, 4, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 3, 4, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], "height":16, "name":"skyLayer", "opacity":1, "type":"tilelayer", "visible":true, "width":16, "x":0, "y":0 }, { "data":[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 21, 22, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 27, 28, 0, 0, 0, 0, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40], "height":16, "name":"groundLayer", "opacity":1, "type":"tilelayer", "visible":true, "width":16, "x":0, "y":0 }], "orientation":"orthogonal", "properties": { }, "tileheight":16, "tilesets":[ { "firstgid":1, "image":"https://dl.dropboxusercontent.com/u/18322837/JSFiddle/super_mario.png", "imageheight":64, "imagewidth":176, "margin":0, "name":"tiles", "properties": { }, "spacing":0, "tileheight":16, "tilewidth":16 }], "tilewidth":16, "version":1, "width":16}The collisions seem to work only if I remove the first layer (named skyLayer) from the JSON file. There is something wrong in my code or it is a bug? A live example is available here (to use the level with both layers change ".../level.json" into ".../level2.json" at the line 10). Thanks!
  4. jake

    Tiled Map Sizes

    Hello everyone, So I've been testing out Phaser (I love the API btw) with a tiled map but I've been having performance issues. The map consists of 12 layers at 100 x 100 units (which are 16 x 16 pixels) and when traversing the map with the arrow keys it's quite slow. I don't know if I'm doing this optimally within Phaser so I'll just share code snippet I'm using. http://pastebin.com/QEd3ccr1 If there isn't issues with my code, could anyone tell me if Phaser would have problems handling maps this size or larger? Thanks.
  5. Is there a way to using multiple tilesets in a tilemap? I've checked that the parameters in TilemapLayer constructor doesn't support tileset array.
  6. Hi guys, I'm trying to create a basic tile scroller. At the moment, I'm creating all the tiles as sprites and then laying them out in a grid. Seems a little silly to have these "smart" sprites making up a tiled background map. Is there not some kind of "dumb" sprite that renders ultra-quickly that I should be using instead to render a tile? I'm also creating my worlds in a 2 dimensional static array of numbers as the map. Is this the smart way to do it? Thanks, Spider