Flan
From 2bam
Flan is a multi-layer map editor very Flixel-friendly for Windows and Mac.
Contents |
[edit] Main features
- Multiple layers
- 1-click export once set up.
- etc.
[edit] Download
[edit] License
Free for non commercial use. Low price for commercial use. More info at link
[edit] Tutorials
Links to other pages for specific tutorials. This is an example unexistent Flan Tutorial to use parallaxing
[edit] Bugs & Workarounds
(Feel free to edit this section)
-No transparency in OS X (nitram: I think I found a solution)
[edit] Roadmap
(Please do not edit this section, use the one below: #Feature_Requests) Core
- Rectangular selection for tiles, sprites and blocks
- Sprite moving, selecting and property editor
- Pattern tile painting: repeat or random.
- Tilemap brushes or "stamps" (can be composed of repeat/random patterns too)
- Autosaving
- Separate preview.
- Multi-lingual support (at least English/Spanish)
- ~ Plugins: √ Export, Import and Filtering (custom tools?) and perhaps hooks.
- ~ Layer types: √ Tilemap, √ Sprite, Block
- ~ Editable while parallaxing on main editor window. [NEEDS TESTING]
- ~ Make most operations undoable.
- √ Tile painting, bucket tool, horizontal/vertical line fill
- √ Add/Remove layer
- Selection movement/cut/delete.
- √ Add/Remove sprite type
- Add/Remove/Change sprite
- √ Backup previous file on saving.
- √ More icons for a faster workflow.
- √ Better and simpler user interface.
- √ Sprite type selection via Palette
- √ Decoration "nameless" Sprites
- √ Fix tilemap constructor to FlxTilemap from Flixel 1.54
- √ Use non Ctrl+Q hotkey in View menu because that means Quit (Apple + Q) for Mac users.
Tools
- Easy tile-to-tile global replacement tool.
- Heuristic image file change detector (auto swapping of tiles on modification)
- Culling map optimizations (clear tiles that will never be seen)
- √ Separate "Tools" window (for unusual but useful tasks)
(√ = implemented at internal build, ~ = Half-way there)
[edit] Feature Requests
Listed feature requests (feel free to edit this section, but check the roadmap first)
- Selection tool to move chunks
- XML I/O [PLUGINS]
- Resize all layers at once to pixel dimensions (taking into account tile dimensions & parallaxing) [TOOLS]
- Sprite list CSV output
- √ Decoration class-less sprites
- √ Alignment of sprites to grid selection (currently 9-way/Free)
- √ Exporting filename custom formatting
- √ MultiRowed Tilesheets (seen here - click )
- √ Line fill (horizontal/vertical)
[edit] Games actually using Flan
(feel free to edit this section with your links OR screenshots. These will eventually get to the main flan page.)
- 2bam - Explosive Cats
- Hideous and Lifesnoozer - 1924
- SeiferTim and darthlupi - Blasting Agent
- 2bam - Finding Her
[edit] Help
(UNDER CONSTRUCTION, THIS IS FOR THE -UNRELEASED- ALPHA 10 But will surely have things in common with pre-10 versions)
[edit] Properties window
[edit] Sprite types
In this page you can add sprite types, i.e. definitions for the sprites you'll use in your game.
These are listed, and you can change the ordering by clicking on the list column headers.
Besides the add/rem./mod. buttons, the coloured button defines the selected sprite type's background color on the list.
You can add sprite's info like: class name, image (e.g. a sprite sheet), etc.
Youc an Export/Import sprite types definitions if you need to copy them across diferent maps.
[edit] Layer
Here you can manage your different kinds of layers. Hover your mouse over the "+" icons to know which kind it will add.
The topmost layer will be the most visible (drawn last). You can move them using the blue-arrow buttons.
Parallaxing allows you to have a 3D-ish effect in your 2D game. -Offset will move the layer's contents by the given pixels when the game is run. It's safe to modify. -Scroll factor: Sets the "relative velocity", e.g.
| 0%: | Don't move (farthest) |
| 100%: | Follow player |
| 200%: | Faster than player (nearer) |
For further information refer to FlxCore.scrollFactor/FlxG.follow()
[edit] Tools
[edit] Tile layer tools
[edit] Pencil
| Left-click: | Paints tiles. (selected at the [palette]). |
| Right-click: | Pipette, selects the tile under the cursor. |
| Right-click & drag: | Temporary "Select rect" tool. |
[edit] Bucket / Horizontal fill / Vertical fill
| Left-click: | Fills an area (selected at the [palette]). If Match patterns is on, the filling is affected. |
| Right-click: | Pipette, selects the tile under the cursor. |
| Right-click & drag: | Temporary "Select rect" tool. |
[edit] Select rect
| Left-click: | Select specific tile/sprite/block |
| Unselected area left-click drag: | Selects an area. |
| Selected area left-click drag: | Moves the tiles of the selected area. |
| Right-click: | Deselects |
[edit] Match patterns
If this checkbox is set, the bucket will check equality of a pattern instead of just the specific tile (repeat, random, stamp, etc).
This is convenient, for example, to bucket a new random pattern of sand over a pattern of dirt, to replace all the ground but without caring randomness of the specific tiles indexes.
[edit] Configuration
[edit] Flixel Import/Export
[edit] Custom formats
Explanation
| %MAP | Map name as a variable name (e.g. "map name 1" would be "MapName1" |
| %LAYER | Layer name as a variable name (e.g. "Moon surface" would be "MoonSurface") |
| %X | Sprite creation X position. |
| %Y | Sprite creation Y position. |
| %OBJ | Sprite creation temp variable name; |
| %IMG_PATH | Spritetype Image path (relative to AS3 path) |
| %UNAME | Unique name (remains the same per context) |
| $<Property name> | Value of the custom sprite property of name <Property name> |
Presence by context
| %MAP | %LAYER | %X | %Y | %OBJ | %IMG_PATH | %UNAME | $<Property name> | |
| AS3 filename | ||||||||
| CSV filename | ||||||||
| Sprite type creation code | ||||||||
| Config. Custom Classes (for Flixel code) |


