[RELEASED] RPG Map Editor

RPG Map Editor
http://u3d.as/anj

I am working in a rogue like game and I am about to release the map editor I will use for this game soon. I am announcing it earlier so you can tell me what do you think about it and what thing you would like to be improved or added before it is released. Thank you very much for taking time to try the demo and I hope you enjoy making a level. Don’t forget to save you map!
And visit my web: www.creativespore.com
Web Demo

  • Description:

Autotile map editor for RPG games or anything you want to create. With collisions and minimap integrated and everything needed to create a game faster.

  • Features:

  • Full Html Documentation (NEW v1.2.3)

  • Custom tile size (NEW v1.2.1)

  • Multiple Tilesets allowed (NEW v1.2)

  • Air & Sea Vehicles (NEW v1.1)

  • Fast Path Finding using coroutines and different heuristics(NEW v1.07)

  • RPG Maker VX Tileset Support

  • Optimized for creating big maps and low draw calls for a good performance in smart devices

  • Edit in game or in Scene View

  • Changes in game mode saved

  • Animated tiles

  • Autotiles

  • Procedural map system to help you to start creating a map

  • Undo/Redo modifications

  • Export/Import map in xml format

  • Including a 2D pixel perfect camera to avoid artifacts due transform or zoom precision

  • Including player and enemy controller with support for RPG Maker Charsets

  • Fast collision systems based on tile type: wall, fence, block

  • Minimap generated automatically

  • And more features coming soon!

  • Credits:

  • Macks, for his awesome tileset

New video showing vehicles!
__**https://www.youtube.com/watch?v=xoNgg5TZClE**__
https://www.youtube.com/watch?v=y7HAH183F50
https://www.youtube.com/watch?v=vyeTvniFUTU









Web Demo

3 Likes

ookay
as a Rpg-Maker Pro, i’ve some Questions :smile:

1.)
How many Layers are possible?

2.)
Support for Shaders? (bumpmapping, fxaa?)

3.)
How’s collision working?

4.)
Any chance to get RmXP Tilesets and Autotiles workable too?

5.)
What world direction? (XY or XZ, or both?)

6.)
Parallax System possible?

7.)
What’s the maximum Map size (RPG Maker has 500*500 Tiles)

8.)
Possible to change the grid (using 1616 or 88 or 96*96… etc)?

9.)
What is the maximum tileset length, since the VX/VXAce Sets are extremely limited - and RMXP Sets can be of any height that’s possible by PS.

10.)
Autoshadow as in VXAce (i hope NOT!)

11.)
Option to render the complete map as PNG in original size? (like mapbuilder scripts in RM)

12.)
When writing a Mapexporter in RGSS, to export a RPG maker Map as TXT, would it be possible to import into that editor? i ask for project conversion :slight_smile:

13.)
Animated Autotiles are working too?

14.)
Can the tilemap be readout by Api to ask for tile IDs, Terain_id, Region_id…etc?

Suggestion:
Add a new Command - like
Alt + Mouse = Disable Grid to place pixel based!

that’s all for the moment :wink:

Very good sir :slight_smile: I was doing something simmilar I mean game not editor :stuck_out_tongue:

my sugestion:
make option to select couple tiles and randomly choose from them, like 5 different floor tiles one normal and other with holes and damages, + ability to set how much those tiles will appear like clean tile 80% other 4 only 20 etc

  • random rotation tile, this could be also use for more randomization
  • option to place prefab in library so you can make more interactive objects like expploding barells, torches with particle and light attached etc.
    option to place object on layers, First layer, background, second plants, rocks on alpha, third clouds above everything or whatever, and you can lock layers to prevent them to be change
  • adjustable drawing circle/squere to quickly make bigger area, clean layers etc.
  • option to place object not only on tiles, especailly usefull for adding some detail and breaking repetitions
  • scatter tool with option to constrain to tiles and not :slight_smile: and no overlaping option :slight_smile:
  • option to drag select some object on layer and add them to library for later use

That’s it for now :slight_smile: great tool, good job! :slight_smile:

Thanks for checking my tool and for your questions. Some of them are very interesting features.
I answer you below.

Thanks for your questions :slight_smile:
I tried to avoid make a complex editor, so I didn’t implement tools for filling or drawing shapes. It’s quite fast to create a map copy/pasting map regions but I will include those tools in the future for people who likes them.
About including prefabs in the library, it’s something I would do in the future, but not yet, as that would be the next step and I have to think how to include that making the editor as simple as possible.
About randomization of maps, I am working in some kind of level generation to start mapping in a pre-generated simple world, so you only need to add the decorations :slight_smile:
The option to drag and add the selection to a library could be a good idea. I will put that in my TODO list.

I have added a video where you can see the asset working.

Added a new video of starting and RPG game in 5 minutes. I hope you enjoy it.
The asset is now being reviewed. I hope it will be available soon.

Available Now!

2 Likes

Great Job!! will get it soon! :slight_smile: it’s perfect for a game I had in mind.

This looks like a great start for an asset.

The only error I could find in your demo is the bullets were placed over your overlay sprites when shooting down. I also had some collison issues where I was in the water and unable to get into the ground unless I moved right… but I think that may have to do with placing a tile under my character.

Is map data stored in an array of some sort? Is just collision? I’d like to have some kind of pathfinding involved for enemies in my project and I’m wondering how much of a hassle it would be to implement or something like that was on your road map for inclusion.

Im tempted to grab this asset… It looks great btw!
Im just wondering what are you planning on adding for future updates?

Collisions depend on type of tile and could be wall, block, or fence. Only block tiles block shoots, so water ( with wall collision type ) and fences allow them to pass through. But, hills use walls collisions as well and there is that trespassing problem so some level design is needed to avoid that or a more complex collision detection in the bullet.
For pathfinding, next update I will include an A* pathfinding, and I hope it will be soon.
Also I have a list of improvements based on feedback send by people testing my asset or playing the demo.
If you have any specific feature you would like to see, let me know.

Is there an easy way to import RPG Maker VX Ace tilesets? I have VX Ace somewhere on my computer still, but haven’t touched it in years.

Also, I hope you’ll put this on sale sometime. I’m a bit strapped for cash and a sale would definitely get you a ton of exposure and probably more sales than at the current rate.

i have add to wish list
A* pathfinding is not to big ? for somethink’s like this
vote for procedural map look more interessing
maybie prefab block like house can be good to see

Yes you can import RPG Maker VX Ace tileset easy. Check the documentation here and check “Creating Tileset” section. You only have to drag each tileset png to the right texture according to the suffix _A1, _A2, _B, _C, etc, and press generate atlas, and that’s it.
I want to put it on sale, but that depend on how many assets are in queue for the sale and I don’t know when it will be my turn. I hope it will be soon, but meanwhile I am going to add a lot of features to make it worth what it costs and also I give all support I can to the people who ask me.

Answering kilik128 as well, I have already finished the new path finding feature and it will be available next week. I want add also vehicles for the next step, and I’ve seen a couple of thing that could be improved as well.

Here you can see some screenshots of current pathfinding system.


you have try it on mobile ?

Yes, I tried it in Samsung Galaxy S2 and Lg g2 and it works perfect.

Hope will be added the day/night time cycle , some easy way to add particle/light effect (adapted for this 2D style) and the possibility to add weather effects like rain/fog in an easy way (like in RPG maker), customizable according to the seasonal and some random parameters.

You also talked about the possibility to create in the future transportation machines like: car, ships and planes right?

When I’ll see this things I’ll take this asset as fast as I can, the price would be higher than a rpg maker but if you make it interesting with many additions would be worth it.

Cya later :smile: , I’ll come back to see .

hi just for fun and see what’s is possible
i have try to save one brush as prefab
it’s look can do easy with little help please

any way to freeze edit at some position like where’s player

Hi,
I am almost finished with path finding.
Next will be vehicles (I hope it will be finished sooner than path finding)
Then I will try something easy for prefabs, like save brush configuration pressing Ctrl + and press to load it.
Then I was thinking about improving the documentation with use cases and tutorials.
Cycle day/night it’s tempting but it will take more time and I will keep this for later.

1 Like