{"author_link":"\/users\/graal","author_name":"GRaAL","author_uid":"graal","comments":[],"epoch":1501625096,"event":"LD39","format":"md","ldjam_node_id":47439,"likes":7,"metadata":{"p_key":"99898","p_author":"GRaAL","p_authorkey":"1000484","p_urlkey":"315608","p_title":"Get tired? Get Tiled!","p_cat":"LDJam ","p_event":"LD39","p_time":"1501625096","p_likes":"7","p_comments":"0","p_status":"WAYBACK","us_key":"1000484","us_name":"GRaAL","us_username":"graal","event_start":"1501200000","event_key":"74","event_name":"LD 39"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD39","removed_author":false},"_superparent":32802,"_trust":1,"author":484,"body":"Do you know that Tiled is something more than just timemap editor?\nIt allows to put some useful meta-information on map, so you may not only paint levels, but change the behavior if needed.\n\nIn our [Galvanica](https:\/\/ldjam.com\/events\/ludum-dare\/39\/galvanica) game we \u00abpainted\u00bb ship\u2019s inner walls in Tiled, like this:\n![Tiled screen with walls](\/\/\/raw\/4e1\/z\/843c.png)\n\nThen we added Objects layer called \u00abzones\u00bb and located logical rooms and doors between them.\nEach room has unique id, and each door - list of room ids. This is used to process hull breaches (when ship is damaged by  asteroid, for example) - the whole room is grayed out and doors locked.\n![Multiple room zones and doors over ship walls](\/\/\/raw\/4e1\/z\/843d.png)\n\nNext useful layer - is \u00abobjects\u00bb layer. This is how the items are located within the ship. Initially we generated them in random places, but that did not look accurate, so we decided to place them manually:\n![Mess of rectangles with text](\/\/\/raw\/4e1\/z\/843e.png)\n\nThe last layer - is \u00abwaypoints\u00bb. After previous LDs I was lazy to implement A* one more time, so I just drawn possible ways in Tiled, like this:\n![Nobody reads alts of images](\/\/\/raw\/4e1\/z\/843f.png)\n\nEach moving object (alien, for example) follows these waypoints. When it finished its way, it looks for nearest waypoint and moves further. Someone may say that there will be problems with obstacles avoiding, but actually there are not the problem: aliens just eat anything on their way.\n\nSometimes hardcoding is just enough (that how we did in LD38), but powerful level editor like Tiled may save your nerves in many cases. Which good tools you using for level designing?\n","comments":4,"comments-timestamp":"2017-08-02T14:23:29Z","created":"2017-08-01T21:59:05Z","files":[],"files-timestamp":0,"id":47439,"love":7,"love-timestamp":"2017-08-02T08:57:42Z","meta":[],"modified":"2017-08-02T14:23:29Z","name":"Get tired? Get Tiled!","node-timestamp":"2017-08-01T22:04:56Z","parent":34630,"parents":[1,5,9,32802,34630],"path":"\/events\/ludum-dare\/39\/galvanica\/get-tired-get-tiled","published":"2017-08-01T22:04:56Z","scope":"public","slug":"get-tired-get-tiled","subsubtype":"","subtype":"","type":"post","version":131691},"node_metadata":{"n_key":"47439","n_urlkey":"315608","n_parent":"34630","n_path":"\/events\/ludum-dare\/39\/galvanica\/get-tired-get-tiled","n_slug":"get-tired-get-tiled","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"484","n_created":"1501624745","n_modified":"1501683809","n_version":"131691","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/39\/galvanica\/get-tired-get-tiled","text":"Do you know that Tiled is something more than just timemap editor?\nIt allows to put some useful meta-information on map, so you may not only paint levels, but change the behavior if needed.\n\nIn our [Galvanica](https:\/\/ldjam.com\/events\/ludum-dare\/39\/galvanica) game we \u00abpainted\u00bb ship\u2019s inner walls in Tiled, like this:\n![Tiled screen with walls](\/\/\/raw\/4e1\/z\/843c.png)\n\nThen we added Objects layer called \u00abzones\u00bb and located logical rooms and doors between them.\nEach room has unique id, and each door - list of room ids. This is used to process hull breaches (when ship is damaged by  asteroid, for example) - the whole room is grayed out and doors locked.\n![Multiple room zones and doors over ship walls](\/\/\/raw\/4e1\/z\/843d.png)\n\nNext useful layer - is \u00abobjects\u00bb layer. This is how the items are located within the ship. Initially we generated them in random places, but that did not look accurate, so we decided to place them manually:\n![Mess of rectangles with text](\/\/\/raw\/4e1\/z\/843e.png)\n\nThe last layer - is \u00abwaypoints\u00bb. After previous LDs I was lazy to implement A* one more time, so I just drawn possible ways in Tiled, like this:\n![Nobody reads alts of images](\/\/\/raw\/4e1\/z\/843f.png)\n\nEach moving object (alien, for example) follows these waypoints. When it finished its way, it looks for nearest waypoint and moves further. Someone may say that there will be problems with obstacles avoiding, but actually there are not the problem: aliens just eat anything on their way.\n\nSometimes hardcoding is just enough (that how we did in LD38), but powerful level editor like Tiled may save your nerves in many cases. Which good tools you using for level designing?\n","title":"Get tired? Get Tiled!","wayback_source":[]}