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[Release] LuMM

This is a discussion on [Release] LuMM within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; I've made a 2d tile map editor for Lua. I'm still working on tile rotation, but otherwise it's far enough ...

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Old 03-11-2007, 07:57 AM   #1
 

 
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Default [Release] LuMM

I've made a 2d tile map editor for Lua. I'm still working on tile rotation, but otherwise it's far enough along for an initial release. You'll need to have the lua player installed, just copy the LuMM folder to the applications folder. LuMM.lua is the editor itself, demo.lua is a little demo of one way that you can use the map data created by the editor

here's the text from the readme file:

Code:
Lua Map Maker
By Merick
March 2007

This is a basic 2d tile map editor for lua games.

Features:

-- edits map in 3 layers: 
	ground layer  : the basic map area
	object layer  : assigns a number value to the current tile area
			0 is not displayed in the editor. In my demo, I
			used 0 for walkable area and set 1 to indicated
			an impassable barrier
	overlay layer : this layer is for images that the player can walk behind

-- tile rotation - still working on this, not yet implemented

-- saves / loads map info to a single data file

Controls:

start menu - d-pad up/down to change selection, cross to start

text input for create new project:
	left trigger = numbers
	right trigger = shift
	D-pad up = backspace
	start = accept name
	analog and buttons = select letter

file broswer for loading projects: 
	d-pad up/down to change selection, cross to start


map edit mode:
	start = brings up save/quit menu
	d-pad = change current map location
	square = put tile down
	cross = erase tile
	triangle/circle = cycle through tiles / object numbers
	right trigger = cycle through layers
	
	left trigger + d-pad left/right = change tile rotation (not implemented yet)

to do list:

-- finish tile rotation
 

Credits:

File browser for loading projects edited from Tactical Penguin's
Uses cancan's version of the Danzeff OSK for text input

-- Rotation - although not implemented yet, KleptoOne is 
	helping to figure this out

tablesave functions - author unknown but found at:
      http://lua-users.org/wiki/SaveTableToFile

The sample tiles included are from a set made and released to the public
for free use by Danc at Lost Garden. The full, unaltered set can be found here:

http://lostgarden.com/2006/02/250-free-handdrawn-textures.html

The tower and tree images are from here: http://reinerstileset.4players.de/englisch.htm

Special thanks to everyone at QJ.net, Evilmana, and PSP3d 
who help me figure some of this stuff out.
LuMM.rar

Last edited by Merick; 03-11-2007 at 08:15 AM..
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Old 03-11-2007, 08:24 AM   #2

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I must say, pretty impressive. At first I thought this was just a clone of one of the many tile engines already out, but I see it isn't. Good work.
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Old 03-11-2007, 08:26 AM   #3
 
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great job
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Old 03-11-2007, 08:27 AM   #4

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Very good this will be useful.
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Old 03-11-2007, 08:31 AM   #5
 

 
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Thanks!

Although the demo I included in the package is for an rpg type game, the format I used for the map data should be flexible enough for almost any type of game.
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Old 03-11-2007, 08:37 AM   #6
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Good job

just one question. Why is the thumbs up icon appearing as thumbs down in every section i go to ?
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Old 03-11-2007, 08:55 AM   #7
 

 
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no idea, they look fine to me:
-= Double Post =-
hmm... there's something in my code that I've been trying to figure out, and it's annoying me that I can't find the answer
Code:
   if scposX > (240+(map.tilesize/2)) and ((map.xsize*map.tilesize)-(xpos*map.tilesize)) > (240-map.tilesize) then Xoffset = Xoffset - map.tilesize end
   if scposY > (136+(map.tilesize/2)) and ((map.ysize*map.tilesize)-(ypos*map.tilesize)) > (136-map.tilesize) then Yoffset = Yoffset - map.tilesize end
   if scposX < map.tilesize then Xoffset = Xoffset + map.tilesize end
   if scposY < map.tilesize then Yoffset = Yoffset + map.tilesize end
The first two lines keep the current map position centered on the screen when moving down or to the right, but only until the bottom or right edges of the map hit the edge of the screen. The second two lines are what moves the map in the other directions, currently they only move the map when the current map position is at the edge of the screen. I've been trying make it so that it works like the other two lines and keeps the current map position centered until the edges of the map hit the top and left sides of the screen, but everything I've tried just ends up messing up the map display. anyone have an idea how to fix this?

Last edited by Merick; 03-11-2007 at 10:32 AM.. Reason: Automerged Doublepost
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Old 03-11-2007, 10:39 AM   #8
 
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This is nice!

So I guess that means your going to use it on Chaos-Gamerz, eh?
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Old 03-11-2007, 11:26 AM   #9
 

 
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Well, yeah. But I made this before I joined the squad, and always intended to release it for everyone to use
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Old 03-11-2007, 02:39 PM   #10
 
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Quote:
Originally Posted by Merick
Well, yeah. But I made this before I joined the squad, and always intended to release it for everyone to use
I don't know much about programming Lua or pretty much at all. What type of games can this make maps for currently without programming knowledge? Or none at all?
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Old 03-11-2007, 03:22 PM   #11
 
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make sure you update and make sure you fix bugs, people will love you for it

great job
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Old 03-11-2007, 03:35 PM   #12
 

 
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Quote:
Originally Posted by 1magus
I don't know much about programming Lua or pretty much at all. What type of games can this make maps for currently without programming knowledge? Or none at all?
The maps you make with this program can be used for almost any type of game you can think of, including rpgs, sidescrollers and platformers. Maybe even puzzle games as well. The thing is, all that this program creates is a data file with the map info in it. In order to use that in any type of game, you'll need to have at least some knowledge not only of the lua language, but also of how the type of game you want to make works.
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