<?xml version="1.0"?><?xml-stylesheet type="text/xsl" href="http://www.codeplex.com/rss.xsl"?><rss version="2.0"><channel><title>GLEED2D - Generic Level Editor 2D</title><link>http://gleed2d.codeplex.com/project/feeds/rss</link><description>GLEED2D &amp;#40;Generic LEvel EDitor 2D&amp;#41; is a general purpose, non tile-based Level Editor for 2D games of any genre that allows arbitrary placement of textures and other items in 2D space. Levels are saved in XML format.</description><item><title>New Post: No Overload Error on debug</title><link>http://gleed2d.codeplex.com/discussions/225323</link><description>&lt;div style="line-height: normal;"&gt;Great, I'm glad someone's using it! Do let me know if there's any issues. I'm actively working on it 'till it's stable and/or other people in the community start contributing to it.
&lt;div&gt;&lt;br&gt;
&lt;/div&gt;
&lt;div&gt;All the best,&lt;/div&gt;
&lt;div&gt;&lt;br&gt;
&lt;/div&gt;
&lt;div&gt;Steve.&lt;br&gt;
&lt;br&gt;
&lt;div&gt;On 22 January 2012 17:35, KahunaCoder &lt;span dir="ltr"&gt;&amp;lt;&lt;a href="mailto:notifications@codeplex.com"&gt;notifications@codeplex.com&lt;/a&gt;&amp;gt;&lt;/span&gt; wrote:&lt;br&gt;
&lt;blockquote style="margin:0 0 0 .8ex; border-left:1px #ccc solid; padding-left:1ex"&gt;
&lt;div&gt;
&lt;p&gt;From: KahunaCoder&lt;/p&gt;
&lt;div&gt;
&lt;p&gt;Hi Steve,&lt;/p&gt;
&lt;p&gt;First of all, thanks for putting the time and effort with this awesome tool! I've been playing around with this all morning long and am convinced I need to use this for a side project I've been working on. Although I need to integrate and change things around,
 I think in the end, it'll be worth the effort.&lt;/p&gt;
&lt;p&gt;I'm very excited to have found this tool! Again, thanks!&lt;/p&gt;
&lt;p&gt;Rey&lt;/p&gt;
&lt;/div&gt;
&lt;div&gt;
&lt;div&gt;
&lt;p&gt;Read the &lt;a href="http://gleed2d.codeplex.com/discussions/225323#post728949" target="_blank"&gt;
full discussion online&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;To add a post to this discussion, reply to this email (&lt;a href="mailto:gleed2d@discussions.codeplex.com?subject=[gleed2d:225323]" target="_blank"&gt;gleed2d@discussions.codeplex.com&lt;/a&gt;)&lt;/p&gt;
&lt;p&gt;To start a new discussion for this project, email &lt;a href="mailto:gleed2d@discussions.codeplex.com" target="_blank"&gt;
gleed2d@discussions.codeplex.com&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;You are receiving this email because you subscribed to this discussion on CodePlex. You can
&lt;a href="https://gleed2d.codeplex.com/subscriptions/thread/project/edit" target="_blank"&gt;
unsubscribe or change your settings&lt;/a&gt; on codePlex.com.&lt;/p&gt;
&lt;p&gt;Please note: Images and attachments will be removed from emails. Any posts to this discussion will also be available online at
&lt;a href="http://codeplex.com" target="_blank"&gt;codeplex.com&lt;/a&gt;&lt;/p&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;/blockquote&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;/div&gt;
&lt;/div&gt;</description><author>stevedunn</author><pubDate>Sun, 22 Jan 2012 18:51:23 GMT</pubDate><guid isPermaLink="false">New Post: No Overload Error on debug 20120122065123P</guid></item><item><title>New Post: No Overload Error on debug</title><link>http://gleed2d.codeplex.com/discussions/225323</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;Hi Steve.&amp;nbsp; Thanks!&amp;nbsp; I'll check it out for sure. :)&lt;/p&gt;&lt;/div&gt;</description><author>KahunaCoder</author><pubDate>Sun, 22 Jan 2012 17:35:27 GMT</pubDate><guid isPermaLink="false">New Post: No Overload Error on debug 20120122053527P</guid></item><item><title>New Post: No Overload Error on debug</title><link>http://gleed2d.codeplex.com/discussions/225323</link><description>&lt;div style="line-height: normal;"&gt;Hi,
&lt;div&gt;I've been working on the next version of Gleed 2D. There's now a completely new way of loading levels, so this issue has likely been resolved.&lt;/div&gt;
&lt;div&gt;Give it a try at &lt;a href="http://github.com/stevedunn/gleed2d"&gt;github.com/stevedunn/gleed2d&lt;/a&gt;.&lt;/div&gt;
&lt;div&gt;&lt;br&gt;
&lt;/div&gt;
&lt;div&gt;If there is an issue, do let me know.&lt;/div&gt;
&lt;div&gt;&lt;br&gt;
&lt;/div&gt;
&lt;div&gt;Cheers,&lt;/div&gt;
&lt;div&gt;&lt;br&gt;
&lt;/div&gt;
&lt;div&gt;Steve&lt;br&gt;
&lt;br&gt;
&lt;div&gt;On 21 January 2012 20:27, KahunaCoder &lt;span dir="ltr"&gt;&amp;lt;&lt;a href="mailto:notifications@codeplex.com"&gt;notifications@codeplex.com&lt;/a&gt;&amp;gt;&lt;/span&gt; wrote:&lt;br&gt;
&lt;blockquote style="margin:0 0 0 .8ex; border-left:1px #ccc solid; padding-left:1ex"&gt;
&lt;div&gt;
&lt;p&gt;From: KahunaCoder&lt;/p&gt;
&lt;div&gt;
&lt;p&gt;Actually, this solution worked. My runtime error was due to the fact that I didn't change the way the game opened the file because I'm trying to run it on the Windows Phone.&lt;/p&gt;
&lt;/div&gt;
&lt;div&gt;
&lt;div&gt;
&lt;p&gt;Read the &lt;a href="http://gleed2d.codeplex.com/discussions/225323#post728758" target="_blank"&gt;
full discussion online&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;To add a post to this discussion, reply to this email (&lt;a href="mailto:gleed2d@discussions.codeplex.com?subject=[gleed2d:225323]" target="_blank"&gt;gleed2d@discussions.codeplex.com&lt;/a&gt;)&lt;/p&gt;
&lt;p&gt;To start a new discussion for this project, email &lt;a href="mailto:gleed2d@discussions.codeplex.com" target="_blank"&gt;
gleed2d@discussions.codeplex.com&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;You are receiving this email because you subscribed to this discussion on CodePlex. You can
&lt;a href="https://gleed2d.codeplex.com/subscriptions/thread/project/edit" target="_blank"&gt;
unsubscribe or change your settings&lt;/a&gt; on codePlex.com.&lt;/p&gt;
&lt;p&gt;Please note: Images and attachments will be removed from emails. Any posts to this discussion will also be available online at
&lt;a href="http://codeplex.com" target="_blank"&gt;codeplex.com&lt;/a&gt;&lt;/p&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;/blockquote&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;/div&gt;
&lt;/div&gt;</description><author>stevedunn</author><pubDate>Sun, 22 Jan 2012 13:56:13 GMT</pubDate><guid isPermaLink="false">New Post: No Overload Error on debug 20120122015613P</guid></item><item><title>New Post: No Overload Error on debug</title><link>http://gleed2d.codeplex.com/discussions/225323</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;Actually, this solution worked.&amp;nbsp; My runtime error was due to the fact that I didn't change the way the game opened the file because I'm trying to run it on the Windows Phone.&lt;/p&gt;&lt;/div&gt;</description><author>KahunaCoder</author><pubDate>Sat, 21 Jan 2012 20:27:40 GMT</pubDate><guid isPermaLink="false">New Post: No Overload Error on debug 20120121082740P</guid></item><item><title>New Post: No Overload Error on debug</title><link>http://gleed2d.codeplex.com/discussions/225323</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;Hrm...hold for a few.&amp;nbsp; Coming across some runtime errors now.&amp;nbsp; Will post again until I figure it out.&lt;/p&gt;&lt;/div&gt;</description><author>KahunaCoder</author><pubDate>Sat, 21 Jan 2012 20:00:57 GMT</pubDate><guid isPermaLink="false">New Post: No Overload Error on debug 20120121080057P</guid></item><item><title>New Post: No Overload Error on debug</title><link>http://gleed2d.codeplex.com/discussions/225323</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;Okay, I'm not sure if this solution will work but I managed to fix the compile time error.&amp;nbsp; Convert.ChangeType requires a third parameter of type IFormatProvider.&amp;nbsp; So I created the following class:&lt;/p&gt;
&lt;pre&gt;public class InterceptProvider : IFormatProvider
    {
        public object GetFormat(Type formatType)
        {
            if (formatType == typeof(string))
            {
               return typeof(string);
            }
            else if (formatType == typeof(Vector2))
            {
               return typeof(Vector2);
            }
            else if (formatType == typeof(bool))
            {
                return typeof(bool);
            }
            else if (formatType == typeof(Item))
            {
                return typeof(Item);
            }
            else if (formatType == typeof(Color))
            {
                return typeof(Color);
            }
            else
            {
                return null;
            }
        }
    }&lt;/pre&gt;
&lt;p&gt;I also modified the ReadXml method to the following: (Changes in red)&lt;/p&gt;
&lt;pre&gt;public void ReadXml(System.Xml.XmlReader reader)
        {

            bool wasEmpty = reader.IsEmptyElement;
            reader.Read();

            if (wasEmpty) return;

            &lt;span style="color: #ff0000;"&gt;IFormatProvider provider = new InterceptProvider();
&lt;/span&gt;
            while (reader.NodeType != System.Xml.XmlNodeType.EndElement)
            {
                CustomProperty cp = new CustomProperty();
                cp.name = reader.GetAttribute("Name");
                cp.description = reader.GetAttribute("Description");

                string type = reader.GetAttribute("Type");
                if (type == "string") cp.type = typeof(string);
                if (type == "bool") cp.type = typeof(bool);
                if (type == "Vector2") cp.type = typeof(Vector2);
                if (type == "Color") cp.type = typeof(Color);
                if (type == "Item") cp.type = typeof(Item);

                if (cp.type == typeof(Item))
                {
                    cp.value = reader.ReadInnerXml();
                    this.Add(cp.name, cp);
                }
                else
                {
                    reader.ReadStartElement("Property");
                    XmlSerializer valueSerializer = new XmlSerializer(cp.type);
                    object obj = valueSerializer.Deserialize(reader);
                    cp.value = Convert.ChangeType(obj, cp.type, &lt;span style="color: #ff0000;"&gt;provider&lt;/span&gt;);
                    this.Add(cp.name, cp);
                    reader.ReadEndElement();
                }

                reader.MoveToContent();
            }
            reader.ReadEndElement();
        }&lt;/pre&gt;
&lt;pre&gt;From there, I was able to compile and get passed that error.  I'm in the process of testing this right now.&lt;/pre&gt;&lt;/div&gt;</description><author>KahunaCoder</author><pubDate>Sat, 21 Jan 2012 19:49:50 GMT</pubDate><guid isPermaLink="false">New Post: No Overload Error on debug 20120121074950P</guid></item><item><title>New Post: No Overload Error on debug</title><link>http://gleed2d.codeplex.com/discussions/225323</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;I'm not sure if this has been solved, but I just discovered Gleed2D today.&amp;nbsp; I'm also getting this error.&lt;/p&gt;&lt;/div&gt;</description><author>KahunaCoder</author><pubDate>Sat, 21 Jan 2012 19:34:39 GMT</pubDate><guid isPermaLink="false">New Post: No Overload Error on debug 20120121073439P</guid></item><item><title>New Post: Quesion about serioussam909's fork</title><link>http://gleed2d.codeplex.com/discussions/247961</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;oh, awesome. Unfortunately I've been too busy to work on my project in a while, but I'll definitely take a look at this.&lt;/p&gt;&lt;/div&gt;</description><author>warmonked</author><pubDate>Mon, 09 Jan 2012 19:08:36 GMT</pubDate><guid isPermaLink="false">New Post: Quesion about serioussam909's fork 20120109070836P</guid></item><item><title>New Post: Quesion about serioussam909's fork</title><link>http://gleed2d.codeplex.com/discussions/247961</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;Hi,&lt;/p&gt;
&lt;div class="Comments"&gt;
&lt;div id="CommentsList"&gt;
&lt;div id="CommentContainer0"&gt;
&lt;div id="MessageLabel0" class="commentText"&gt;I've been rewriting this tool and with the permission of zissakos, I'm now hosting it at http://github.com/stevedunn/gleed2d&lt;/div&gt;
&lt;div class="commentText"&gt;&lt;/div&gt;
&lt;div class="commentText"&gt;This new version is all plug-in based, so it'd be great for one of the first plug-ins to be the physics stuff you branched.&lt;/div&gt;
&lt;div class="commentText"&gt;&lt;/div&gt;
&lt;div class="commentText"&gt;The plug-ins currently there are the basic shapes, textures, and now lighting (using Krypton) and simple 'behaviours'.&lt;/div&gt;
&lt;div class="commentText"&gt;&lt;/div&gt;
&lt;div class="commentText"&gt;Cheers,&lt;/div&gt;
&lt;div class="commentText"&gt;&lt;/div&gt;
&lt;div class="commentText"&gt;Steve&lt;/div&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;/div&gt;</description><author>stevedunn</author><pubDate>Sun, 08 Jan 2012 15:49:21 GMT</pubDate><guid isPermaLink="false">New Post: Quesion about serioussam909's fork 20120108034921P</guid></item><item><title>New Post: outofmemory exception</title><link>http://gleed2d.codeplex.com/discussions/268928</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;Hi,&lt;/p&gt;
&lt;div class="Comments"&gt;
&lt;div id="CommentsList"&gt;
&lt;div id="CommentContainer0"&gt;
&lt;div id="MessageLabel0" class="commentText"&gt;I've been rewriting this tool and with the permission of zissakos, I'm now hosting it at http://github.com/stevedunn/gleed2d&lt;/div&gt;
&lt;div class="commentText"&gt;&lt;/div&gt;
&lt;div class="commentText"&gt;The code around images and icons has been completely rewritten. &amp;nbsp;I'd be interested to see if you get any problems with the latest version.&lt;/div&gt;
&lt;div class="commentText"&gt;&lt;/div&gt;
&lt;div class="commentText"&gt;Cheers,&lt;/div&gt;
&lt;div class="commentText"&gt;&lt;/div&gt;
&lt;div class="commentText"&gt;Steve&lt;/div&gt;
&lt;div class="commentText"&gt;blog.dunnhq.com&lt;/div&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;/div&gt;</description><author>stevedunn</author><pubDate>Sun, 08 Jan 2012 15:45:33 GMT</pubDate><guid isPermaLink="false">New Post: outofmemory exception 20120108034533P</guid></item><item><title>New Post: Avoiding duplicate texture loads</title><link>http://gleed2d.codeplex.com/discussions/283167</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;Hi,&lt;/p&gt;
&lt;div class="Comments"&gt;
&lt;div id="CommentsList"&gt;
&lt;div id="CommentContainer0"&gt;
&lt;div id="MessageLabel0" class="commentText"&gt;I've been rewriting this tool and with the permission of zissakos, I'm now hosting it at http://github.com/stevedunn/gleed2d&lt;/div&gt;
&lt;div class="commentText"&gt;&lt;/div&gt;
&lt;div class="commentText"&gt;In the new tool, when loading a level, it doesn't physically load any textures. &amp;nbsp;You are just given the properties that describe the asset name of the texture and where it should be placed in your 'World'.&lt;/div&gt;
&lt;div class="commentText"&gt;&lt;/div&gt;
&lt;div class="commentText"&gt;Cheers,&lt;/div&gt;
&lt;div class="commentText"&gt;&lt;/div&gt;
&lt;div class="commentText"&gt;Steve.&lt;/div&gt;
&lt;div class="commentText"&gt;blog.dunnhq.com&lt;span style="white-space: pre;"&gt; &lt;/span&gt;&lt;/div&gt;
&lt;div class="commentText"&gt;&lt;span style="white-space: pre;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;/div&gt;&lt;/div&gt;</description><author>stevedunn</author><pubDate>Sun, 08 Jan 2012 15:42:50 GMT</pubDate><guid isPermaLink="false">New Post: Avoiding duplicate texture loads 20120108034250P</guid></item><item><title>New Post: Changing the XML Template Possible?</title><link>http://gleed2d.codeplex.com/discussions/271374</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;Hi,&lt;/p&gt;
&lt;div class="Comments"&gt;
&lt;div id="CommentsList"&gt;
&lt;div id="CommentContainer0"&gt;
&lt;div id="MessageLabel0" class="commentText"&gt;I've been rewriting this tool and with the permission of zissakos, I'm now hosting it at http://github.com/stevedunn/gleed2d&lt;br /&gt;&lt;br /&gt;The new tool is plug-in based, so it'd certainly be possible to add to the extensibility thereby allowing different persistence mechanisms.&lt;/div&gt;
&lt;div class="commentText"&gt;&lt;/div&gt;
&lt;div class="commentText"&gt;What kind of output would you like? &amp;nbsp;Take a look at the new output from the tool; it's quite close to the original output but has some changes.&lt;br /&gt;&lt;br /&gt;Cheers,&lt;br /&gt;&lt;br /&gt;Steve&lt;br /&gt;blog.dunnhq.com&lt;/div&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;/div&gt;</description><author>stevedunn</author><pubDate>Sun, 08 Jan 2012 15:36:15 GMT</pubDate><guid isPermaLink="false">New Post: Changing the XML Template Possible? 20120108033615P</guid></item><item><title>New Post: GLEED2D with Windows Phone 7</title><link>http://gleed2d.codeplex.com/discussions/259357</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;Hi,&lt;/p&gt;
&lt;div class="Comments"&gt;
&lt;div id="CommentsList"&gt;
&lt;div id="CommentContainer0"&gt;
&lt;div id="MessageLabel0" class="commentText"&gt;I've been rewriting this tool and with the permission of zissakos, I'm now hosting it at http://github.com/stevedunn/gleed2d&lt;br /&gt;&lt;br /&gt;I've been using the new version of the tool to target Windows, XBox and Windows Phone (initially 7.0, and now 7.1). &amp;nbsp;As KorsAirPT points out, use the TitleContainer to get to your level file.&lt;br /&gt;&lt;br /&gt;Cheers,&lt;br /&gt;&lt;br /&gt;Steve&lt;br /&gt;blog.dunnhq.com&lt;/div&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;/div&gt;</description><author>stevedunn</author><pubDate>Sun, 08 Jan 2012 15:23:23 GMT</pubDate><guid isPermaLink="false">New Post: GLEED2D with Windows Phone 7 20120108032323P</guid></item><item><title>Commented Issue: Need an XNA 4.0 content pipeline extension [3]</title><link>http://gleed2d.codeplex.com/workitem/3</link><description>This is now the only way a level from Gleed2D can be loaded into an XNA game, so this is a major priority. I&amp;#39;m about to start work on one of these for myself anyway.&lt;br /&gt;&lt;br /&gt;My importer would parse the XML file using level.cs as a basis, my processor and writer would turn it into a binary format for quick loading, and my runtime reader would then parse this binary to get the final result as fast as possible.&lt;br /&gt;&lt;br /&gt;I did this exact thing a while back for the level editor TilED and it works nicely, so it makes sense to adopt the same system again here for GLEED2D.&lt;br /&gt;Comments: Hi,&amp;#10;I&amp;#39;ve been rewriting this tool and with the permission of zissakos, I&amp;#39;m now hosting it at http&amp;#58;&amp;#47;&amp;#47;github.com&amp;#47;stevedunn&amp;#47;gleed2d&amp;#10;&amp;#10;Loading a level is now done via the &amp;#39;LevelLoader&amp;#39; object.  This is in the &amp;#39;Gleed2D.InGame&amp;#39; assembly.&amp;#10;&amp;#10;If you ever got around to doing this pipeline extension, I&amp;#39;d be happy to fold it into the new source tree.&amp;#10;&amp;#10;Cheers,&amp;#10;&amp;#10;Steve&amp;#10;blog.dunnhq.com&amp;#10;</description><author>stevedunn</author><pubDate>Sun, 08 Jan 2012 15:21:15 GMT</pubDate><guid isPermaLink="false">Commented Issue: Need an XNA 4.0 content pipeline extension [3] 20120108032115P</guid></item><item><title>Commented Issue: No Overload for Method 'Convert.ChangeType' takes '2' arguments [1]</title><link>http://gleed2d.codeplex.com/workitem/1</link><description>When porting my game over to the XBOX platform, I noticed one issue within the sources.  Under the source code for SerializableDictionary,  Convert.ChangeType&amp;#40;obj, cp.type&amp;#41; throws an &amp;#34;No Overload for Method &amp;#39;Convert.ChangeType&amp;#34; takes &amp;#39;2&amp;#39; arguments, providing culture info, as the third parameter will solve this issue...&lt;br /&gt;&lt;br /&gt;Since there&amp;#39;s no way to send patchs, I have uploaded a .cs file of just the SerializeableDictionary.cs file. Hope this help.&lt;br /&gt;&lt;br /&gt;Comments: Hi,&amp;#10;I&amp;#39;ve been rewriting this tool and with the permission of zissakos, I&amp;#39;m now hosting it at http&amp;#58;&amp;#47;&amp;#47;github.com&amp;#47;stevedunn&amp;#47;gleed2d&amp;#10;&amp;#10;Is this still an issue for you in XNA 4&amp;#63;  I&amp;#39;m able to compile using XNA 4, so I&amp;#39;m assuming it was an issue with XNA 3.1.&amp;#10;&amp;#10;Could you try the latest version&amp;#63;  Do let me know if it&amp;#39;s still an issue.&amp;#10;&amp;#10;Cheers,&amp;#10;&amp;#10;Steve&amp;#10;blog.dunnhq.com&amp;#10;</description><author>stevedunn</author><pubDate>Sun, 08 Jan 2012 15:19:24 GMT</pubDate><guid isPermaLink="false">Commented Issue: No Overload for Method 'Convert.ChangeType' takes '2' arguments [1] 20120108031924P</guid></item><item><title>Commented Issue: Grid snapping keeps changing.. [2]</title><link>http://gleed2d.codeplex.com/workitem/2</link><description>Some info&amp;#58;&lt;br /&gt;- My grid snap-to is 64,64&lt;br /&gt;&lt;br /&gt;Anyways, when I FIRST place an object &amp;#40;64x64&amp;#41;, it centers it at 32,32 on the grid. As in, the exact center of the object sits on the intersection of the grid lines. I can place as many objects as I want like that and they do tile correctly.&lt;br /&gt;&lt;br /&gt;Now, if I MOVE a tile from its position, it then sets the top-left corner of the tile at the intersection of the grid lines, so the tile is completely centered inside the grid tiles.&lt;br /&gt;&lt;br /&gt;So to sum it up&amp;#58; Placing the tile the first time sets the origin at the grid line intersection. If I attempt to move the tile, it sets the origin as to make the tile inside the grid lines.&lt;br /&gt;Comments: Hi,&amp;#10;I&amp;#39;ve been rewriting this tool and with the permission of zissakos, I&amp;#39;m now hosting it at http&amp;#58;&amp;#47;&amp;#47;github.com&amp;#47;stevedunn&amp;#47;gleed2d&amp;#10;&amp;#10;I&amp;#39;ve just checked, and this isn&amp;#39;t an issue in the latest version of the tool.&amp;#10;&amp;#10;Cheers,&amp;#10;&amp;#10;Steve&amp;#10;blog.dunnhq.com</description><author>stevedunn</author><pubDate>Sun, 08 Jan 2012 15:14:31 GMT</pubDate><guid isPermaLink="false">Commented Issue: Grid snapping keeps changing.. [2] 20120108031431P</guid></item><item><title>Commented Issue: Custom property of type "Item" crashes the editor upon saving. [4]</title><link>http://gleed2d.codeplex.com/workitem/4</link><description>I found a reproducible bug in GLEED2D.&lt;br /&gt;If a level has a custom property of type &amp;#34;Item&amp;#34; that points to a primitive &amp;#40;eg. rectangle&amp;#41;, the editor crashes every time upon saving the file.&lt;br /&gt;&lt;br /&gt;In my case I have a rectangle primitive &amp;#40;&amp;#34;Rectangle_0001&amp;#34;&amp;#41; on a second layer and a custom property named &amp;#34;TestProperty&amp;#34; on my level &amp;#40;&amp;#34;Level_01&amp;#34;&amp;#41; that points to said rectangle. Creating and saving the level works fine.&lt;br /&gt;Whenever I load and modify the level, the editor crashes though.&lt;br /&gt;&lt;br /&gt;Attached you&amp;#39;ll find a Test-Level &amp;#40;TestCase.xml&amp;#41;. To reproduce the bug, open the file, move the rectangle and then save the file... this will cause the editor to crash.&lt;br /&gt;&lt;br /&gt;Here&amp;#39;s the error message &amp;#40;in German&amp;#41;&amp;#58;&lt;br /&gt;---------------------&lt;br /&gt;System.InvalidOperationException&amp;#58; Beim Generieren des XML-Dokuments ist ein Fehler aufgetreten. ---&amp;#62; System.InvalidCastException&amp;#58; Das Objekt des Typs &amp;#34;System.String&amp;#34; kann nicht in Typ &amp;#34;GLEED2D.Item&amp;#34; umgewandelt werden.&lt;br /&gt;   bei GLEED2D.SerializableDictionary.WriteXml&amp;#40;XmlWriter writer&amp;#41;&lt;br /&gt;   bei System.Xml.Serialization.XmlSerializationWriter.WriteSerializable&amp;#40;IXmlSerializable serializable, String name, String ns, Boolean isNullable, Boolean wrapped&amp;#41;&lt;br /&gt;   bei Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationWriterLevel.Write11_Level&amp;#40;String n, String ns, Level o, Boolean isNullable, Boolean needType&amp;#41;&lt;br /&gt;   bei Microsoft.Xml.Serialization.GeneratedAssembly.XmlSerializationWriterLevel.Write12_Level&amp;#40;Object o&amp;#41;&lt;br /&gt;---------------------&lt;br /&gt;Comments: Hi,&amp;#10;I&amp;#39;ve been rewriting this tool and with the permission of zissakos, I&amp;#39;m now hosting it at http&amp;#58;&amp;#47;&amp;#47;github.com&amp;#47;stevedunn&amp;#47;gleed2d&amp;#10;&amp;#10;I&amp;#39;ve just checked, and this issue isn&amp;#39;t present in the new tool.&amp;#10;&amp;#10;Cheers,&amp;#10;&amp;#10;Steve&amp;#10;blog.dunnhq.com</description><author>stevedunn</author><pubDate>Sun, 08 Jan 2012 15:12:27 GMT</pubDate><guid isPermaLink="false">Commented Issue: Custom property of type "Item" crashes the editor upon saving. [4] 20120108031227P</guid></item><item><title>New Post: Avoiding duplicate texture loads</title><link>http://gleed2d.codeplex.com/discussions/283167</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;Thanks!&lt;/p&gt;&lt;/div&gt;</description><author>f0rmat</author><pubDate>Fri, 16 Dec 2011 18:13:12 GMT</pubDate><guid isPermaLink="false">New Post: Avoiding duplicate texture loads 20111216061312P</guid></item><item><title>New Post: Avoiding duplicate texture loads</title><link>http://gleed2d.codeplex.com/discussions/283167</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;If you're working in XNA, using the content pipeline, you can load the texture as many times as you want, and it will only create one copy in memory. You're good to go.&lt;/p&gt;&lt;/div&gt;</description><author>jessechounard</author><pubDate>Fri, 16 Dec 2011 05:34:11 GMT</pubDate><guid isPermaLink="false">New Post: Avoiding duplicate texture loads 20111216053411A</guid></item><item><title>New Post: Avoiding duplicate texture loads</title><link>http://gleed2d.codeplex.com/discussions/283167</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;When loading my level, I have many objects which use the same texture. i.e. floor is made of 128x128 tile * 20 floor tiles.&lt;/p&gt;
&lt;p&gt;Is there a way to avoid loading the same texture so many times? Seems like this is not very efficient, correct&lt;/p&gt;
&lt;p&gt;me if I'm wrong.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Thanks,&lt;/p&gt;
&lt;p&gt;Winston&lt;/p&gt;
&lt;/div&gt;</description><author>f0rmat</author><pubDate>Fri, 16 Dec 2011 03:15:46 GMT</pubDate><guid isPermaLink="false">New Post: Avoiding duplicate texture loads 20111216031546A</guid></item></channel></rss>
