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April 26, 2024, 04:35:23 AM

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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Show us your level editor(s)!
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oahda
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« on: April 03, 2011, 02:27:12 PM »

Since I just uploaded a little movie showing some of the usage of my own level editor, which is rapidly nearing its completion, I realised that it would be a lot of fun to see what the rest of you guys have come up with in this sector.

http://forums.tigsource.com/index.php?topic=16758.msg477681#msg477681

Above is a link to the thread in which I announced the initial release of the game that I am currently working on. In retrospect, I consider the game that is being linked to in that thread a demo. It contains only six levels, and we are currently hotting it up for a new release with at least thirty levels and other news in terms of obstacles and the like.





Now, this link is to the aforementioned video. It's not in English, but if you're interested, the visual part of it might still tell you what you wish to know. I'll see if I can upload a new video, in English, to the account that was just created for our company, rather than my personal account, for the rest of the world to understand as well.

Still, it might be a fun demo to look at, if you're interested in level editors, or, even better, in this game, and you wish to see how the development is coming along.

Go crazy!
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zacaj
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« Reply #1 on: April 03, 2011, 02:44:58 PM »

Ive never actually completed a project that used any of my level editors, but they both turned out pretty well:

This one was for a physics based iPhone game.  You could draw lines, circles, etc and move them.  Overall, its really nice to use, and if I ever need a vector image editor, im going to use it as a base.  Like most first time editors, it uses random keys to change tools, which makes it impossible to use without checking the source code every time...


This one was for a 1-screen puzzle platformer.  It actually has tools at the bottom, although theres still no save dialog...  You can see the required boxes, keys, and buttons that are a staple of all puzzle platformers in abundance.  This is the penultimate level, and as such, is completly ridiculous.  Also, that placeholder text wasnt actually placeholder, that was in the game.
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Μarkham
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« Reply #2 on: April 03, 2011, 03:17:57 PM »

Here's some old screenshots from the editor for Bridges of the Mertynn:




Currently the only way to save levels is to test the level, which will spit out the compressed level string in the Flash IDE's Output window that I copy and paste into the .as file containing the array of level strings.
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« Reply #3 on: April 03, 2011, 03:34:04 PM »

Click for huge picture.



Editor in question is available here, downloads include full source code.
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« Reply #4 on: April 03, 2011, 03:42:28 PM »


Just a little tile-based level editor.
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Nix
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« Reply #5 on: April 03, 2011, 05:01:33 PM »




(these are screens of me playing back a video of the editor I made a long time ago)
It's built right into the game, so every game component has, in addition to its "regular" behavior while the game is playing, a special editor set of behaviors.
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Fifth
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« Reply #6 on: April 03, 2011, 05:28:00 PM »



This one is really basic and fairly clunky, but has served me well for many projects.
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Glaiel-Gamer
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« Reply #7 on: April 03, 2011, 06:00:57 PM »

the 4 sections of my editor

Collision Editor:


Object Editor:


Decor Editor:


Properties Editor:


also tilde switches between using the editor and playing the level you're editing

also the (outdated) documentation:



and a video of the editor in use:


« Last Edit: April 03, 2011, 06:10:40 PM by Glaiel-Gamer » Logged
mcc
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« Reply #8 on: April 03, 2011, 07:04:09 PM »

Hm... kind of old at this point but here's the level editor from Jumpman:







The Snap didn't have a level editor, it just used PNGs for levels (actually I wound up making a couple of the Snap levels by making a level in the Jumpman level editor and then just copying out the PNG it generated) and the unfinished project uses procedural level generation, although there's a few complicated screens full of buttons that are used to set the parameters that generate the different levels.
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ஒழுக்கின்மை (Paul Eres)
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« Reply #9 on: April 03, 2011, 07:12:14 PM »



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« Reply #10 on: April 03, 2011, 07:18:53 PM »



Up and coming project.
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« Reply #11 on: April 03, 2011, 09:28:57 PM »

meta meta meta meta meta meta meta meta meta meta meta meta

MY GAME IS A LEVEL EDITOR

meta meta meta meta meta meta meta meta meta meta meta meta

[/meta] Tongue
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« Reply #12 on: April 03, 2011, 09:35:07 PM »

meta meta meta meta meta meta meta meta meta meta meta meta

MY GAME IS A LEVEL EDITOR

meta meta meta meta meta meta meta meta meta meta meta meta

[/meta] Tongue

[100 links to other games that are also level editors]

its more meta if you have to go find them yourself
i keep accidentally almost modifying other people's posts instead of quoting them
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Conker534
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« Reply #13 on: April 03, 2011, 10:35:40 PM »

lol
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oahda
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« Reply #14 on: April 04, 2011, 12:20:01 AM »

i keep accidentally almost modifying other people's posts instead of quoting them
So do I...

Not here, of course, but where I am an adminstrator.
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« Reply #15 on: April 04, 2011, 02:33:55 AM »



Not my project, but I use it.  The editor is lua scripted so you can augment it fairly easily.  Available at https://github.com/speveril/lichen
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« Reply #16 on: April 04, 2011, 03:39:14 AM »





Doing a Papervision3D and Nape powered game.  Cool
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Kornel Kisielewicz
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« Reply #17 on: April 04, 2011, 06:26:25 AM »



Sorry, could not resist Tongue
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« Reply #18 on: April 05, 2011, 02:38:11 PM »

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oahda
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« Reply #19 on: April 05, 2011, 03:46:46 PM »

Right in the Xbox? Looks awesome... and very unwieldy.
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