Game Development Community

.lyr files are unreadable

by Storm Kiernan · in Technical Issues · 02/20/2012 (3:14 pm) · 3 replies

I am wanting to convert the .tmx files exported by the Tiled map editor to the .lyr files that are read by Torque2D. Torque2D's built in Tile Map Editor is not nearly intuitive enough, and I am looking to fix that problem. I can already read in all of the information inside a .tmx file, but I need to know how to write out the appropriate data to the .lyr files. If a GarageGames engineer will explain this process, I will finish the job and release the program to the public.

The best solution is obviously to make the Tile Map Editor more intuitive. Two things need serious improvement:

1. Easier layer management: Creating, re-organizing, aligning, etc. the layers should not be a chore, and by comparison to Tiled it most certainly is.
2. Easier sprite picking: Having to open a window each time I want to pick a new sprite to paint is annoying, there should be a pallet that is either always open OR dockable.

The Tiled map editor does all of these things very well. I already wrote a port to Unity, but would much rather stick with Torque2D for my project.

My frustrations should lay within the scope of the project, right now they are with the Torque2D software.

#1
10/08/2012 (4:01 am)
I second this!!! Especially on point 2. If I knew how to edit the Torque interface I would just make these changes myself. Are there any articles that can help me make this happen?
#2
10/08/2012 (8:22 am)
Do what I did: switch to Unity3D. It's free. Then purchase 2DToolkit which is a plugin that allows for easy use of 2D sprites inside Unity3D. It also imports Tiled maps for you. If you're like me you'll notice that this thread is months old. You're the only one to reply to my thread. This really does speak volumes about the staff and community. The ONLY reason I'm replying is because I got your reply notification via email. I don't want you to waste your time on a dead product. It doesn't have to be Unity3D, but you'll quickly relieve yourself of a lot of hassle if you run for the hills now.
#3
10/08/2012 (9:31 am)
Mich and Melv have done a large amount of work to get the effect files and tilemap information into XML rather than a binary format for the next version. This was a point that Mich and I strongly agreed on after using a number of tile editors with common interfaces and map file formats (of which TilEd is the simplest to work with, IMO).