solewalker
(Solewalker)
November 20, 2014, 8:32pm
1
First, thanks for such a tool This has been the main tool for my current project. Though I make my levels with this, I also use it to place objects (collision,trigger) with some custom properties to manage them while parsing the level. I am pretty happy with this.
As my project is object heavy, it would be nice to import or export object with their properties. I know tiled currently exports object types but it saves only name and color. It would be nice if it is possible to add some custom properties for object types. As tiled has no workspace or project, hence it’s tough to manage some common objects for different maps. As one can easily import tilesets but not objects.
bjorn
(Thorbjørn Lindeijer)
November 20, 2014, 8:58pm
2
solewalker:
First, thanks for such a tool This has been the main tool for my current project. Though I make my levels with this, I also use it to place objects (collision,trigger) with some custom properties to manage them while parsing the level. I am pretty happy with this.
That’s nice to hear!
I believe what you are suggesting is covered by the following issue on github:
opened 01:59PM - 18 Feb 13 UTC
closed 03:50PM - 14 Feb 16 UTC
Hello together,
so far I have been using Tiled for my 2D game engine and everyt… hing is neat and works fine. Currently I have much hardcoded the game into the engine and I am working on encapsulating this in other parts. Therefore I have developed a custom scripting language inspired by UnrealScript (with ANTLR 4) which gets executed by the engine during runtime. Now I have a basic `Entity` class which looks like this
```
class Entity abstract placeable;
var (EntityProperties) bool IsVisible;
/* ... */
```
and a possible object which could get triggered multiple times (duh.)
```
class TriggerMultiple extends Entity;
var (TriggerProperties) string Event;
/* ... */
```
I am looking for an easy way to provide these classes as object types to the editor without the need of some registry manipulation of the key `HKEY_CURRENT_USER\Software\mapeditor.org\Tiled\ObjectTypes`. That is: you write the code, metadata in a readable format gets created and the editor will load this automatically (a portable version of the editor to be included with my engine would really decouple it from the registry). So I am looking for a way that the editor can feed off of my provided data.
As another request I would like the editor to automatically create the properties `IsVisible` and `Event` in the object properties when provided with the necessary metadata like with the objects themselves. The coolest thing would be to gather them to some grouped view based on the specifiers `(EntityProperties)` and `(TriggerProperties)` but that is not necessary, yet.
I know that this is all a bit too localized and would result in changes of the sourcecode in a custom fork and not the full version, yet I would like to get some hints what the easiest way would be to do so such that I do not have to waste much time looking through the sourcecode to find what to modify.
As a possible side-question: am I allowed to fork the editor and customize it for my engine? What do I have to provide when doing so considering copy(right | left)?
So far it’s something I still need to get around to.
solewalker
(Solewalker)
November 20, 2014, 9:32pm
3
Yeah, that’s what I was talking about. And looks like I am not the only one requesting this feature.