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

I’ll have to play around with that once I buy the DCK, then. Seems to be all regular sizes, and would be perfect for a project I have in mind after the main contract work is over. Until then your add-on is more immediately useful for my side-projects, though, if it also has decent mobile performance.

It’s never too late to rename it if you want to somehow fit “intelligent” in there!

Well, I’ve just submitted Tidy Tile Mapper V1.2 to the Asset Store!

It includes a tonne of bug fixes, the big-bad Layer system, and adds a bunch of extra features code-wise that set the foundation for the next few releases.

One big caveat that I tried to avoid, but wasn’t able to is:

Tidy Tile Mapper V1.2 will break your previous maps

I’m sorry about this - I concocted a million schemes to try to get around it, but in order to keep the implementation of Layers both fast and nice, I had to change some of the base classes.

But don’t fret, you will be royally rewarded for your patience. Take a gander at my current working project for the next two releases of Tidy Tile Mapper:

I’ll let those of you who are CSI-inclined to figure out the whys and wherefores of this screenshot.

In any case, I’m excited - I think the next two releases will be enjoyable.

-JFFM

Looks very very very interesting… (I already can see new Map tools on the screenshot !?!) :slight_smile:

Here you can see a demo of my game using Tidy Tile Mapper for the maps I can make in a few seconds thanks to your great plugin :

http://forum.unity3d.com/threads/122515-A-demo-of-my-Game-using-Tidy-Tile-Mapper-Megafiers-and-Brain-Builder?p=823425#post823425

6R

Really liking the look of this, I’ll definitely be checking it out once I can find the time!

Random maze generation with basic path-finding?

Nice.

…I’m so close to buying this. Just. Need. More. Pennies. :slight_smile:

Hi,
you made really great tool, I love it!:slight_smile:
One question, is posible dig caves(have more vertical chunks) in that “top” view?
I hope you understand me.

Yep, definitely - once the newest version has been approved and is live on the Asset Store (sometime today I hope) - you can add chunks above and below any existing chunk, in both “top” and “side” view.

@p6r Looks great! You’ve got tonnes of plugins in your arsenal - very nice.

And yessir: the next two releases contain:

-Automated Maze Generation
and
-A* pathfinding over any map built with Tidy TileMapper.

-JFFM

Hello friends and wellwishers,

The big, bold new update for Tidy TileMapper is live on the Asset Store!

A few things of note:

-The latest Tidy TileMapper is not compatible with maps created in previous versions (sorry!) so you’ll need to start anew and clear your projects.
-As my good friend p6r has highlighted - if you hold the mouse button for a little too long when adding layers, you will get a few more layers than you desire. I’ll be adding a “Delete chunk” function in later releases.

And that’s about all!

I’ve got two new releases waiting to be published over the next week, which should be pretty exciting. I’m hoping that, with your feedback, the Tidy TileMapper core foundation will be solidified (I think this release is the last major change to the fundamental logic) - and we can get on with making super-fun updates (like the upcoming path-carving tools).

Enjoy!

Oh, and as a little curio - I’ve also released a small script for realtime mesh-modification (we use it to create water and fire blocks in TTM) - called “Tidy Wave Mesh”, check it out if that sounds to be up your alley :wink:

-JFFM

Sounds very good !!!

Your Tidy Wave Mesh is very clever and fantastic too… Bravo !!!

6R

Picking up Tidy Wave Mesh too!

If you are inclined to make more addons… maybe some block sets would be nice. Something for ice, desert, stone, etc for us non-artistically inclined to prototype with at least.

Liking TTM and looking forward to future enhancements. One “would be nice” enhancements would be to be able to attach some sort of properties to various tiles or locations in the map (like some other 2d tile mappers do) so we could script to those properties.

Fun tool! Could certainly script or make something like this by hand, but this is way more fun and allows for fast and intuitive tweaking of level design. Highly recommend it!

Edit: Found the Publish Map button!

Bryan

Mr Rstehwien, you read my mind!

One of the big addons I’m developing is a really nice (I feel) system for adding scripts to blocks/locations.

Also we’re definitely going to release a tonne of block packs for Tidy Tile Mapper. My designer is exhausted right now (it’s been a big few weeks of game-jamming and post-game-jam-hangover and such) but I think we’ll be doing a pack-a-week soon.

I’ll keep you posted!

-JFFM

And now my standard update:

Hello again everybody! Apologies for my brief absence - I’ve been clearing my Tidy Tile Mapper palette by working on another tool for a while (good to clear your head occasionally, come back fresh).

As a brief release update, to keep you all excited:

-This week I’ll be releasing a new painting tool: “Draw Path” (see the screencap a few posts back) along with the addition of a “Delete chunk” function.

Edit: Oh oh, and also at some stage soon I’m adding a function to set Rotation/Scale/Position offsets per block variation. This way, you can use the same block and simply rotate it for different orientations. Save time!

-I’ll also be releasing a new framework addition to Tidy Tile Mapper that allows dynamic loading of “Addons” or “Plugins” - that become nicely integrated with the Tidy Tile Mapper UI. That means that I (or you!) will be able to release additional plugins for Tidy Tile Mapper that are beyond the “painting” tool that TTM is, but expand the functionality into more specific fields. (e.g Automated Generation of levels, A.I, and game logic)

-Next week I’ll release the first plugin (automated level generation) and my other super-secret Tidy tool - and hopefully by this stage we’ll have some new Block Packs!

Thanks everybody for all of your support!

-JFFM

Was trying to think of other things I’ve done with 2d tile mappers such as DAME, about the only other thing I can think of is paths to move platforms along or for enemies to move along… but I could probably do that with iTween but integrated into the map editor would be nice.

Love the tool and looking forward to the block packs.

Need to play with it a little more to see how it works for non-side scroller level editing (like making a house or something like that).

Hi!
First of all let me thank you for this great tool =)
I’m doing some tiled blocks terrain and this is really useful.
I run into some into some troubles tough.
I’m trying to create a terrain with different areas (forest, grass, dirt, etc) and for each of those have tile variations for diversity (your variation support and randomize function is really useful here).
But for some strange reason this happens:
I click the block editor to add a new block
Click add block and select and add 3 variations
click save
when i try to paint it appears to paint nothing (not even a glass block)
I open the block editor and there aren’t any assets, but in the project explorer under the blocks directory i can see the 3 prefabs that i added earlier.
http://img401.imageshack.us/img401/4814/tidybug1.jpg
If I add the block prefabs and save again, it seems to work
but when i publish the map each block has 4 block overlaped (the one I painted and all the 3 variations)
Under the blocks directory i can see that the block now has 6 prefabs and not the 3 that appear in the block editor.
http://img263.imageshack.us/img263/5280/tidybug2.jpg

Am I doing something wrong?
I would really appreciate your help, I can’t find a workaround for this. :
I’m using unity 3.5 Dev preview.

Hi Engelik,

The latest release for Tidy Tile Mapper (which is currently uploading to the Asset Store submission queue) will fix these problems. It should be live and available within 24 hours, hopefully less.

This problem was caused by changes to blocks not “binding” to their parent prefabs correctly - a new bug for TTM in 3.5.

I’ve fixed this now, and the update should be available within one day.

Thanks for bringing this to my attention.

-JFFM

thanks for the quick response and fix! :slight_smile:

You’re very welcome Engelik, hopefully everything is smooth now!

The update is now live on the Asset Store - fastest approval ever! 39 minutes - beautiful.

-JFFM

Its working fine :slight_smile:
thanks again!
I’m using to make a multilayer terrain (top view):

I’ve been testing and the best workflow for me seems to be to mount the bottom layer first, compile, create a new map and move it +1 in the Y. I know that you have multilevel support by map, but when I add a level I can’t change the bottom layer tiles since there are tiles above them and trying to click them adds tiles to the top layer :stuck_out_tongue:
Oh! I just saw that you added Layer visibility options! i’m gonna try those, either way it’s working great! :slight_smile:

Wow, this is exactly what I’ve been looking for! going to purchase ASAP!

I wanted to ask about path finding with Tidy Tile Mapper. How would you implement it with say the level that p6r create, pictured below. Lets say a map of 20x20 blocks, I need NPC’s to follow the paths of each block.