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	<title>Comments on: Developing an editor (Part 1)</title>
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	<link>http://www.milkstonestudios.com/2009/04/developing-an-editor-part-1/</link>
	<description>Independent Game Developers</description>
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		<title>By: Stephen Belanger</title>
		<link>http://www.milkstonestudios.com/2009/04/developing-an-editor-part-1/comment-page-1/#comment-232</link>
		<dc:creator>Stephen Belanger</dc:creator>
		<pubDate>Sat, 13 Jun 2009 21:51:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.milkstonestudios.com/?p=222#comment-232</guid>
		<description>I just use Tiled. I&#039;m working on a Content Pipeline for it at the moment so I can use it pretty much exclusively. It&#039;s really easy to use meta values on tiles to add event identifiers that the engine can check for. I honestly can&#039;t find anything I&#039;d want to do in a game that can&#039;t be done easily with Tiled. I can even use Object Groups to place NPCs on the maps, which is really handy for being able to visually tell exactly where their start point is instead of having to make a bunch of calculations so you don&#039;t place them in a wall or something.</description>
		<content:encoded><![CDATA[<p>I just use Tiled. I&#8217;m working on a Content Pipeline for it at the moment so I can use it pretty much exclusively. It&#8217;s really easy to use meta values on tiles to add event identifiers that the engine can check for. I honestly can&#8217;t find anything I&#8217;d want to do in a game that can&#8217;t be done easily with Tiled. I can even use Object Groups to place NPCs on the maps, which is really handy for being able to visually tell exactly where their start point is instead of having to make a bunch of calculations so you don&#8217;t place them in a wall or something.</p>
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		<title>By: Soy1Bonus</title>
		<link>http://www.milkstonestudios.com/2009/04/developing-an-editor-part-1/comment-page-1/#comment-62</link>
		<dc:creator>Soy1Bonus</dc:creator>
		<pubDate>Tue, 21 Apr 2009 10:34:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.milkstonestudios.com/?p=222#comment-62</guid>
		<description>In fact that&#039;s what I use at work to do level prototyping :)

But I wanted something that could do more than tiles, and we wanted to be able to easily modify the xml input/output.

But yeah, TileStudio does great what its intended to do!</description>
		<content:encoded><![CDATA[<p>In fact that&#8217;s what I use at work to do level prototyping <img src='http://www.milkstonestudios.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>But I wanted something that could do more than tiles, and we wanted to be able to easily modify the xml input/output.</p>
<p>But yeah, TileStudio does great what its intended to do!</p>
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		<title>By: yayo</title>
		<link>http://www.milkstonestudios.com/2009/04/developing-an-editor-part-1/comment-page-1/#comment-61</link>
		<dc:creator>yayo</dc:creator>
		<pubDate>Tue, 21 Apr 2009 08:46:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.milkstonestudios.com/?p=222#comment-61</guid>
		<description>Ever tried tilestudio? http://tilestudio.sourceforge.net/</description>
		<content:encoded><![CDATA[<p>Ever tried tilestudio? <a href="http://tilestudio.sourceforge.net/" rel="nofollow">http://tilestudio.sourceforge.net/</a></p>
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