[quote=“Sean Mirrsen, post:189, topic:3676”][quote=“Robik, post:187, topic:3676”][quote=“Sean Mirrsen, post:186, topic:3676”]Have two separate image files, each with its own definition file (which doesn’t have to be JSON for this purpose, plain text will do for indexed IDs and comments).
One person sends his pair of files to the other. The other person uses the program to load his set, and the other set - each set is broken up into individual images upon loading, so they can all be worked on individually. The end result is a single big set that can be saved together, and any overlap and conflicts can be resolved as needed before export. This setup allows to easily filter by author and save sub-selections of the entire loaded tileset, while still not resulting in hundreds of files for the OS to choke on.[/quote]
I am not saying it cannot be done your way, but why would I want to do something so complicated?
Beauty of my solution is that it is more simple for me to make, why program some sort of in-editor merging support, when there are directory and file merging utilities already, like WinMerge.
And if the only argument for such solution is hundreds of files to fragment your HDD and have your OS to choke on? Well, you should check how many files the CDDA has itself… or Windows folder for that matter.[/quote]When the beauty of your solution lies in how easy it is for you to make, rather than how easy it is for others to use, you may be better off making things for yourself only.
Cataclysm on the whole has 18-something hundred files.
A complete Cataclysm tileset has a little over 24 hundred tiles.
Of course, that’s not as bad as, say, Cortex Command.
But frankly, I see absolutely no benefit to working on several hundred separate files that are really separate. Do you give each tile its own definition file? Do you sort through twenty hundred picture/textfile pairs when you need to extract a subset of your work to send to someone? Or do you have one definition file for the whole set?
You can much easier load a single 16xN tileset image file and split it into tiles for working with them - a little like this program does. It allows you to import tileset pages whole, and pick out which tiles you want to use, splitting them up for the user’s convenience, without having to keep every tile you make in a separate file and load it separately.[/quote]
Well, so far, your arguments were that if would be hard for HDD and OS, not for the user. If it would be inconvenient for user, then the application is not well thought.
Each tile would have it’s own json, with links to its assigned game objects, but user will not have to edit them manually, they fill themselves automatically when user picks tiles for object.
For sending subset of your work, it is much easier to have files separated and let user use file manager of their choosing (I prefer FreeCommander and its folder and file comparing and synchronizing ) to copy only tiles the want to send, than trying to program equivalent into the editor itself.
Now, I don’t think I can convince you, and I do not want to. I just posted here to get people ideas and how they are working currently. So I appreciate your input even when I do not agree with you. In the end, after it is done, it will be tile-makers who will decide if it is good enough for them or not.