Can you please post the exception message?
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New Post: Help with collision
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New Post: Help with collision
I solvent this
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New Post: exporting to As3 array?
Hey, excellent program, seems to be the only tile map editor that does what I need it to do.
I was wondering if there would be any future options for exporting as a AS3 array? The flixel multimap option sort of does the same thing, but I have to add brackets to the end product.
In anyway can this be added as a "plugin" and is there any other plugins out there to use publically or do people mostly keep them to themselves?
Mappy has an "export to as3" option under LUA commands, im wondering if a tweak to that coding would provide a suitable plugin?
I was wondering if there would be any future options for exporting as a AS3 array? The flixel multimap option sort of does the same thing, but I have to add brackets to the end product.
In anyway can this be added as a "plugin" and is there any other plugins out there to use publically or do people mostly keep them to themselves?
Mappy has an "export to as3" option under LUA commands, im wondering if a tweak to that coding would provide a suitable plugin?
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New Post: exporting to As3 array?
Given the simplicity of the Flixel CSV format, it should be fairly easy to parse the file in AS3. Have a look at this tutorial.
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New Post: How i add enemyes?
please i need help.
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New Post: How i add enemyes?
tIDE and xTile are respectively a tile map editor and tile map engine and hence do not handle other game aspects such as player and enemy handling etc.
I suggest you follow some tutorials on how to program a platform game. Check out this one for starters.
I suggest you follow some tutorials on how to program a platform game. Check out this one for starters.
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New Post: How i add enemyes?
yes but how i place for facilitate my task
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New Comment on "xTile Engine Tutorial for Game Studio / XNA 4.0"
Hello,
I have a problem when read the map, i did exactly what you did and compile it, there doesn't have the line that read the map, just compile the tilesheets....Please help, thanks!
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New Post: error with the tutorial
I downloaded the engine and the tutorial contents. I set it up and it compiled but when I run it shows me this error:
An handled exception of type ' System.NullReferenceException' occurred in xTileGame1.exe
Additional information: Object reference not set to an instance of an object
then it highlights (in yellow) this line in the code:
map.LoadTileSheets(mapDisplayDevice);
does anyone know what happened or what I did wrong?
An handled exception of type ' System.NullReferenceException' occurred in xTileGame1.exe
Additional information: Object reference not set to an instance of an object
then it highlights (in yellow) this line in the code:
map.LoadTileSheets(mapDisplayDevice);
does anyone know what happened or what I did wrong?
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New Post: Linux Support
With Steam making a push to the Linux desktop.. it would be nice to have development tools for it as well..
Currently the only Linux Tile map editor is Tiled.. it would be nice to get tIDE on here as well.
Would it be possible to utilize MonoGame so this project would reach multiple platforms.
Thanks!
Currently the only Linux Tile map editor is Tiled.. it would be nice to get tIDE on here as well.
Would it be possible to utilize MonoGame so this project would reach multiple platforms.
Thanks!
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New Post: error with the tutorial
I would look at whether you initialised the map reference first.
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New Post: Linux Support
A member of the community did manage to get the xTile engine to run on Monogame. Check this discussion.
As for the tIDE editor, can you still work on a Windows box?
As for the tIDE editor, can you still work on a Windows box?
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New Post: error with the tutorial
That fixed it :D thanks... Where do I go from here if you don't mind pointing me in the right direction to learn how to do collision and other useful things?
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New Post: error with the tutorial
Start by searching "collision" on the project forums. There are several discussions, some also point to external xTile tutorials that cover collision detection.
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New Post: MonoGame
Using pre-compiled content, I had no problem getting the xTile demo to run on PSMobile via MonoGame.
![Image]()
I put the project together if anyone wants to use xTile on a Vita game... https://dl.dropboxusercontent.com/u/23693330/xTile_PSMobile.zip

I put the project together if anyone wants to use xTile on a Vita game... https://dl.dropboxusercontent.com/u/23693330/xTile_PSMobile.zip
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New Post: MonoGame
Brilliant! Thanks for sharing this! :)
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New Post: Accessing tile animation data
Hi!
Been using tIDE and it works very well. I've decided however to use my own code for rendering in XNA, and i'm having trouble figuring out how to access animation data for a tile. I want access to the actual frame indices of an animated tile.
From what I can tell, Tile.Properties is only for custom properties set in the editor for a given tile. Tile.TileIndexProperties would seem like it could prove helpful but it is always empty.
Anyone had any luck with this?
/Jakob
Been using tIDE and it works very well. I've decided however to use my own code for rendering in XNA, and i'm having trouble figuring out how to access animation data for a tile. I want access to the actual frame indices of an animated tile.
From what I can tell, Tile.Properties is only for custom properties set in the editor for a given tile. Tile.TileIndexProperties would seem like it could prove helpful but it is always empty.
Anyone had any luck with this?
/Jakob
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New Post: Accessing tile animation data
Animation data is not stored in the form of custom properties, but as an <Animated ... /> tag as in the following example:
Here you can see that the <Animated> tag specifies a frame interval in milliseconds (100ms in this case). It contains a <Frames> child element that in turn contains a mix of <TileSheet> and <Static> child elements. The <TileSheet> tag is required whenever a tilesheet is changed (you might have more interspersed within the <Frames> tag if the animation spans several tilesheets. The <Static> tag essentially refers to a particular tile by index (assuming the last specified tilesheet) and the BlendMode specifies the blending mode to be applied (xTile supports Alpha and Additive blending). Note that the <Static> tag is identical to the one used for regular non-animated tiles, except that when specified within an <Animated> tag, they describe one particular frame within the animation.
Hope that helps.
<Animated Interval="100">
<Frames>
<TileSheet Ref="TileSheet01" />
<Static Index="56" BlendMode="Alpha" />
<Static Index="57" BlendMode="Alpha" />
<Static Index="58" BlendMode="Alpha" />
<Static Index="57" BlendMode="Alpha" />
</Frames>
</Animated>
The above is the actual data for the waterfall tile animation used in the demo code.Here you can see that the <Animated> tag specifies a frame interval in milliseconds (100ms in this case). It contains a <Frames> child element that in turn contains a mix of <TileSheet> and <Static> child elements. The <TileSheet> tag is required whenever a tilesheet is changed (you might have more interspersed within the <Frames> tag if the animation spans several tilesheets. The <Static> tag essentially refers to a particular tile by index (assuming the last specified tilesheet) and the BlendMode specifies the blending mode to be applied (xTile supports Alpha and Additive blending). Note that the <Static> tag is identical to the one used for regular non-animated tiles, except that when specified within an <Animated> tag, they describe one particular frame within the animation.
Hope that helps.
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New Post: Accessing tile animation data
Cool! I've looked through my map (.tide) file with a text editor and can indeed see the xml structure you described.
I guess one way to access the data would be to parse this file and extract the animation data, or perhaps rewrite the custom content importer that you wrote. Am I right though that there's currently no way to access this data through the provided api?
Example psedo code:
Tile t = tileMap.GetLayer(layerName).Tiles[x, y];
var animation = t.GetAnimation(); //or something similar?
/Jakob
I guess one way to access the data would be to parse this file and extract the animation data, or perhaps rewrite the custom content importer that you wrote. Am I right though that there's currently no way to access this data through the provided api?
Example psedo code:
Tile t = tileMap.GetLayer(layerName).Tiles[x, y];
var animation = t.GetAnimation(); //or something similar?
/Jakob
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New Post: Accessing tile animation data
Tile is actually a an abstract base type so in actual fact you will get either a StaticTile or AnimatedTile instance (both being derived from Tile).
Keep also in mind that Tiles[x, y] can return a Null instance when there is no tile at the given coorodinates, so you will need to check for this.
So basically you have two approaches to get the tile details:
1) Check the type of the returned Tile (if not null) to determine if it is a StaticTile or AnimatedTile, and downcast the tile accordingly. In the case of a static tile, you can access the corresponding TileSheet and TileIndex properties. In the case of an animated tile, you can access a Frames collection property and determine the current frame yourself. An individual tile frame is actually an instance of StaticTile.
2) If you invoke Map.Update(...), which takes care of the animation timings, you need not downcast the Tile to either of the above classes. You can instead simply get the TileSheet and TileIndex properties from the Tile instance. If the tile is an animated one, it will actually give you the tile sheet and index corresponding to the current animation frame.
I think option (1) is messier (due to the type checking and downcasting) and more complex to implement, whereas option (2) is both cleaner and simpler.
On a related note, is there a reason why you wish to implement the rendering code yourself. Did you experience any performance issues or found the API limiting?
Keep also in mind that Tiles[x, y] can return a Null instance when there is no tile at the given coorodinates, so you will need to check for this.
So basically you have two approaches to get the tile details:
1) Check the type of the returned Tile (if not null) to determine if it is a StaticTile or AnimatedTile, and downcast the tile accordingly. In the case of a static tile, you can access the corresponding TileSheet and TileIndex properties. In the case of an animated tile, you can access a Frames collection property and determine the current frame yourself. An individual tile frame is actually an instance of StaticTile.
2) If you invoke Map.Update(...), which takes care of the animation timings, you need not downcast the Tile to either of the above classes. You can instead simply get the TileSheet and TileIndex properties from the Tile instance. If the tile is an animated one, it will actually give you the tile sheet and index corresponding to the current animation frame.
I think option (1) is messier (due to the type checking and downcasting) and more complex to implement, whereas option (2) is both cleaner and simpler.
On a related note, is there a reason why you wish to implement the rendering code yourself. Did you experience any performance issues or found the API limiting?
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