There is only a bare minimum of third party libraries included in the LITIENGINE, which we want to mention here thankfully:
JInput for Gamepad support
MP3 SPI for .mp3 audio file support
Ogg Vorbis SPI for .ogg audio file support
Steamworks4j for supporting the steamworks SDK
LITIENGINE uses the steamworks4j wrapper for the SteamAPI to grant access to Steam features from java. When developing a game that uses these features, you need to execute a few extra steps in order to support the functionality from the IDE.
You need to have created the game on Steamworks in order to have an appID
steam_appid.txt file containing only the appID of your game
steam_appid.txt to the working directory of your app.
For debugging and running your app from Eclipse (or other IDEs), the application will be run, using the
javaw.exe. Your working directory will typically be something like C:\Program Files\Java\jdkX.X.X_XXX\bin, which is where your
javaw.exeis located. This, of course, depends on your environment (workspace/project) Java Build Path configuration of the editor
From here on, you can just follow the original tutorial here.
From the official Tiled docs page:
Tiled is a 2D level editor that helps you develop the content of your game. Its primary feature is to edit tile maps of various forms, but it also supports free image placement as well as powerful ways to annotate your level with extra information used by the game. Tiled focuses on general flexibility while trying to stay intuitive.
With Tiled editor, you can create orthogonal, hexagonal, and isometric Tile maps in no time. It is the absolute go-to tool for 2D Tile-based mapping.
For a general understanding of the mapping process with Tiled editor, we encourage you to have a look at its plentiful documentation. However, we will refer to a few LITIENGINE specific aspects of creating maps with Tiled in the sections about Map Objects and custom properties
LITIENGINE had its origin in the idea of writing a Java 2D game engine without including any external libraries (what were we thinking?). Yet, we believe that it is key to success to be able to sometimes rely on other people's expertise, especially when having limited resources. The Tiled editor has been developed by a vivid community for approximately ten years, offering a universal standard for tile maps. In other words, it just works. There is simply no need to reinvent the wheel when it comes to tile mapping.