![]() Copy the xTile.dll (PC version) and assemblies from the downloaded xTile Engine ZIP archive into the xTile solution folder created previously.Also create a corresponding xTile folder on disk within the xTileGame1 solution folder. Using the Solution Explorer panel, create a new solution folder named xTile directly under the solution.Start Visual Studio 2008 and create a new XNA Windows Game (3.1) project and name it xTileGame1.tIDE map content ( TutorialContent120.zip).xTile Engine libraries ( xTile125.zip for compatiblity with Game Studio 3.1).You can access a copy of this tutorial in PDF format here. By the end of this tutorial you should have a working XNA 3.1 game application for Windows featuring a parallax scrolling animated map. This is a short tutorial explaining how to get started with the xTile tiling engine using Game Studio 3.1. Press F1 within the application to access the built-in help system. InstallationÄownload the MSI install file, double-click the file to start the installation and follow the setup wizard. If the above libraries are not present in the system, they will be downloaded and installed by the MSI installer. To install the binary version, you will need the following runtime libraries: pfx extension, that is "xTilePipeline" and "xTileSignature" respectively. The passwords are identical to the key file names without the. NOTE When downloading the source code from version control, the signed assemblies will cause Visual Studio to prompt the user to enter a password for every. Visual Studio 2010 Team Explorer (or download the source directly).To build the editor from the source code, you will need the following: Extensive potential for customisation via a plugin management system.Statistics on dimensions and tile usage.Tile sheet auto-update feature to streamline content creation pipeline.Map structure navigation and manipulation via the Map Explorer panel. ![]() Support for custom properties at every level of the map structure.Multiple file formats (currently tIDE, tBIN, Tiled TMX, Mappy FMP and Flixel formats).Brushes to facilitate reuse of common composite elements.Support for arbitrary tile sizes and multiple tile sheets.Support for an extensive range of display sizes to facilitate alignment when designing multi-layer maps.Full-featured drawing toolbox to facilitate level design.Automatic tile transitioning (autotiling algorithm described here).Support for multiple tile layers to facilitate the design of games featuring parallax scrolling. ![]()
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