Can i also use this for Monogame?
I've never tried it with MonoGame, but in theory, yes it should work. Most of what exists is either a standalone program (the level editor) or just plain old C#. You'll of course have to handle your content (the images for your tiles) differently to get it load in MonoGame, but if you're already doing MonoGame development, you already knew that.
I'll see if I can test it out later today, but you might want to just throw together a simple level and try it out and see what problems you run into. (Hopefully none.) If it works for you, then come back and let us all know.
well that might not be a good idea. :D
I just started coding C# yesterday, with today starting with monogame (thanks to your awesome tutorials :) )
I'll have a look at it, but i am probably too unexperienced to just try it out.
I was only asking, because i did code java for a long time, and i used Tiled for tilemaps.
I figured out i would need a tilmap-editor for monogame too, so i tought i would just ask.
Fair enough. :D I'll see if I can look into it. But yeah, it should work. Worst case, you'd just need a little tweaking from the normal workflow/process.
If you're just getting started with MonoGame, perhaps you're going through the tutorials right now that I'm in the process of upgrading…. I'm switching things over from MonoDevelop to Visual Studio and some of the very beginning tutorials are a little fragmented in the mean time. I think it's probably nothing too bad, but let me know if you get stumped or stuck somewhere…
Acutally i finished all C#, Monogame basics and all 2D Tutorials and had no problems.
Well that might also be because i already know the theory from java, but your tutorial still helped me to do all the stuff in C#/monogame
By switching things do you mean your are changing the IDE from MonoDevelop/Xamarin to Visual Studio?
The Monodevelop/Xamarin thing confused me because i didnt realize Monodevelop was now implemented in Xamarin.
Also i dont really like xamarin, i would prefer Visual Studio.
Using Visual Studio would also solve the Content-Pipeline problem wouldnt it?
Yeah, switching to Visual Studio. Most people seem to be preferring Visual Studio, and the MonoDevelop/Xamarin path had several additional steps in it that made it harder to explain.
One of the biggest things that I suspect confused people with these early tutorials was that when I wrote the thing several months ago, it was just plain old MonoDevelop. It would appear that they rebranded to Xamarin Studio. I'm not even 100% clear on what happened myself. So you can still do MonoGame development with Xamarin, but I'm going to focus my tutorials on Visual Studio. I can only keep track of so many products and their updates. This will keep my life simpler. :)
In regard to your question about Visual Studio fixing the content pipeline issue… No. It won't exactly fix it. MonoGame still has no content pipeline of their own. They're working on it, but it's still not there yet. Their instructions say to use XNA's content pipeline. (And people wonder why I'd prefer to have Microsoft's technical leadership in this area….) So even if you use MonoGame in Visual Studio, you'll still need to use XNA, and XNA's content pipeline. Which means that you'll need to still have Visual Studio 2010, or Visual C# Express 2010 installed, plus XNA Game Studio installed. I suppose you could use Visual Studio 2010 or Visual C# Express 2010 entirely, in which case you could probably find some tricks to tie everything together, but that software is now very old….
The problem should improve significantly when MonoGame finally releases their content pipeline (they're working on it). I suspect they're getting close now. A few more months should do it, but that's also what I said six months ago. Until then, you're kind of stuck jumping through more hoops that you should have to. Unfortunately.
I have additional questions.
How long do you think it will take till multiple layers are implemented?
I don't want to push you or something, i was just asking because for me this is a very vital function.
And are you planning to enable spritesheets for the tiles?
I mean so you could use 1 spritesheet for several tiles and wouldnt have so many files.
I think what you're describing would be very useful for lots of people. I've had it on my radar since the beginning, but… the bad news is, it will probably be a while before I can implement it. Since I made that program, I've had a whole slew of things come up that have forced me to reprioritize. I want to get back and do another round with this program, but I'm fairly certain it won't be for another month or more. Which really stinks for you, I know.
So now I'm trying to come up with a consolation prize for you, since that's probably not what you need. There are likely other level editors out there for XNA, and searching around might get you what you're looking for. Possibly even for free. I'm not sure that'll do it either. My second idea is to post it as an idea on my User Voice page (rbwhitaker.uservoice.com) and then together we can gauge how many other people need this as well. (Though I know for a fact there are lots more besides you.) The third choice, and it's one I'd have to think about for a bit, is that if I don't think I'm getting back to it for a few months, perhaps I could just send you the source code, or open source the whole thing, and let you grow it in whatever way you need.
At any rate, I'm curious to know how you might want to proceed.
Sprite sheets, yes. That's something else I'd really like to do, and probably sooner, rather than later, but this still has the same problem that multiple layers had.
I feel bad. I wish I could tell you that I was just about to release those features and that you could download the beta or something. I'm sorry. :(