Tidy Tile Mapper: Paint tile-maps from the Editor [Released]

And that completes my update!

Sorry for the delay everybody, I was Game Jamming this weekend (we won Best Audio!) and the forums weren’t accessible for me on Friday for some reason.

I update this thread every morning, so don’t hesitate to leave any questions you like.

-JFFM

Can you create planes in different orientation in one scene? e.g create all six sides of a cube. I guess this functionality would come with the layers update?
Thanks.

That’s really the push I need to make this one of my two next add-on purchases. Just a little broke after buying Unity, but I’ll manage somehow :slight_smile:

Hi Everybody,

I’ve had a big old test of the Unity 3.5 Beta with Tidy Tile Mapper - and there are just too many inconsistencies in the manner in which the Beta is currently functioning to reliably support Tidy Tile Mapper until the Beta becomes a little more stable.

My apologies to the few of you using the Beta to develop - as we near the date I will make all of the changes required, but at present the issues are too numerous and clearly buggy.

For your curiousity, here’s a beautiful bug that came up today (This is the cause of @Murcho 's issues):

  1. We have scripts with values set programmatically in the Editor (e.g: x = 1, y = 2)
  2. We press ‘Play’
  3. We GameObject.Destroy() a few objects beneath the object in 1 in the hierarchy
  4. We press ‘Stop’
    4.5) Now, classically, Unity will just revert all of our changes back to whatever it was before pressing Play, right?
  5. No. Our objects are back in the right order, but now our values are completely incorrect. All messed up. x = 10 y = 3 or such.

I’ve sent some queries off to Unity about this, so rest easy.

Final Summary:

Rest easy, friends! I will indeed continue to support Tidy TileMapper in the caring and near-obsessive way that I have thus far, but until the Beta is stabilised, I won’t be making any changes to Tidy TileMapper that may negatively impact on its performance in Release.

-JFFM

Thanks for looking into this JFFM, and congrats on your win at GGJ Woolongong!

I was judging at the Sydney one, and helping out as an enforcer during the event. Very tired now (had a couple of graveyard shifts).

Game Jamming was almost like… a spiritual experience. Like starving yourself and squatting in a thorn-bush (a’la Siddhartha).

I’ve got profound respect for everybody involved with it.

This was our first Game Jam - and once I finish this collection of beer I have set aside for recovery, I’ll be ready for another :smile:

I’ll likely see you at the Powerhouse presentation?

Tweet me when you’re there!

-JFFM

Hello again my friends:

Just a quick little celebratory note (and implicit testament to my obsession for solving stubborn problems) : I’ve solved our good friend @Murcho’s 3.5 Beta problem, and am currently uploading a new 3.5 Beta-friendly version of Tidy TileMapper to the Asset Store.

Oh my friends, I had faith! My love for Unity wavered but held strong.

It will see us through our trials and tribulations, and into the promised land.

-JFFM

Great work on the tool. As soon as I saw it I had to buy it :wink:

Please add some guns…yeah lots of guns…and a coffee maker.

Ah this has been a popular request.

But then I’m stuck:

Stovetop espresso?
Counter-top espresso?
Maybe one of those glass vaccuum coffee makers?

Development is hard! :smile:

-JFFM

Thanks for the quick turnaround on that. I’ll hopefully get some time to muck around with it tonight.

See you at the Powerhouse on Saturday!

Just the other day here I was thinking it would be really nice if there was a tile editor for Unity. This thing looks like it rocks, definitely going to be purchasing it and using it :slight_smile:

Just bought it and start playing with it.

+1 for layer system

@JFFM - I’ve updated to the 1.1.4 version, and I’m still getting some odd behaviour in 3.5 beta.
Some of the chunks work fine when I go to paint into them, but some do one of two behaviours :

  1. They don’t do anything to the actual chunk, and instead place empty blocks in the same position randomly in the scene
  2. They paint the correct pattern but into a different chunk.

I’ve tried completely removing and adding the pack, and starting new maps a few times as well. Is there some way I can get bug reports/test scenes to you?

This app looks great and what I’ve been wanting… will buy ASAP.

How is the performance on mobile?

Hi Murcho,

I’m releasing a new update that should fix everything this week, once I’ve finished testing.

But definitely - any bug reports or test scenes I’d love to see - you can send them through to support@dopplerinteractive.com

-JFFM

Hi rstehwien,

Performance on mobile is fine thus far (I’ve built a few test scenes, including the demo in the video, out to Android and iPhone) - the toolkit itself doesn’t really add much to the final build - just the classes that manage the maps, chunks and blocks.

-JFFM

And then a quick informal update from me on the development of Tidy TileMapper:

I’ve added a tonne of fixes and features to Tidy TileMapper, including:

-Layers
-Corrections to some of the orientation logic
-Fixes that will assure Tidy TileMapper behaves correctly in 3.5 and onward
-Documentation for the majority of the internal classes
-The addition of a Block Utilities class (the beginning of neatening up the procedural generation process)

I’m going to test this quite thoroughly today and tomorrow (it makes some huge changes) and then release it for your enjoyment.

Should be good!

Thanks for all your feedback everybody, should be a fun new release.

-JFFM

Could TTM be used to build with components from kits like this?

Good question! I was thinking about that exact product when I was doing some tests (following the post by p6r).

From the looks of it, that would be 100% fine, provided the pieces can be fit together to create standard-sized blocks that would join together on a grid.

-JFFM

P.S I get such a kick out of people using the “TTM” abbreviation :smile:

So I’m breaking my “Only update the forum in the morning” rule to tell a brief little pointless anecdote:

I’ve just fixed the “Blocks paint in random places” bug on Unity 3.5 Beta (as reported by my geographically-local friend @Murcho), and I did a silly little excited dance that was kind-of reminiscent of a penguin.

For the curious among you, here’s an abstract:

Problem: GameObjects appear to not revert to Edit-state in Unity 3.5 Beta

(Notice the SEO attempt on that heading?)

Solution:

Unity 3.5 is a lot more strict about the use of EditorUtility.SetDirty() - you must set it on everything.

If you don’t - or you just plum forget to set it on something, it will change to some crazy state when you press Play / Stop.

Unity 3.4 was fine - from my experience it never really cared either way if you set it on your Monobehaviours…

But Unity 3.5 is the strict new Father-figure in the family. You will love him, and you will obey him.

(This is a good thing)

This has been a public service announcement from JFFM.

:smile:

-JFFM