FatHat
Level 1
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« on: October 24, 2010, 01:30:11 PM » |
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I've recently become aware of the fact that I'm REALLY REALLY LAZY, and I'm sick of writing level editors (of which I've written quite a few).
What do you use for level editing? Right now I'm playing with using Inkscape to make SVGs and embedding JSON in the description tags for game-specific metadata, but I'm curious what others have come up with. Custom editors? Or have you found something else off the shelf you can jury rig? (3d modelling packages seem like a good idea, if I were making a 3d game right now)
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Draknek
Level 6
"Alan Hazelden" for short
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« Reply #2 on: October 24, 2010, 03:09:10 PM » |
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Right now I'm playing with using Inkscape to make SVGs and embedding JSON in the description tags for game-specific metadata
I've had success with this method, except I used the Inkscape XML inspector to embed extra XML attributes for game metadata. Possibly a simpler solution than yours? If I'm making a tile-based game I will generally make a very simple in-game editor.
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FatHat
Level 1
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« Reply #3 on: October 24, 2010, 03:44:20 PM » |
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Right now I'm playing with using Inkscape to make SVGs and embedding JSON in the description tags for game-specific metadata
I've had success with this method, except I used the Inkscape XML inspector to embed extra XML attributes for game metadata. Possibly a simpler solution than yours? If I'm making a tile-based game I will generally make a very simple in-game editor. Hmm, well I just figured the easiest thing to do would be to shove strings into the description field and deserialize it in python. I kind of have a deep aversion to XML.. because it's XML. That's not a bad idea though... If it were a tile based game I'd be thinking the same thing, but I wanted to do something a bit more interesting than tiles.
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Cimpresovec
Level 1
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« Reply #5 on: October 25, 2010, 12:13:27 AM » |
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I just quickly write my own level editor that only uses keyboard shortcuts. So at the end only I know how it works, but it works.
But you should try Ogmo Editor. I never tried it but heard that it is really good.
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Programming is the closest thing I have to magic.
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snowyowl
Level 1
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« Reply #6 on: October 25, 2010, 04:44:42 AM » |
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Seconded. I tend to use the Game Maker level editor, but (obviously) that only works with Game Maker games. Ogmo comes a close second.
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Fifth
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« Reply #7 on: October 25, 2010, 10:51:31 AM » |
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I made a crummy little tile-based editor back when I started on Nothing, and I've been using it for pretty much everything ever since.
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jrjellybeans
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« Reply #8 on: October 26, 2010, 02:07:04 PM » |
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I've created my own Level Editor. But, it was based on Game Makers. I actually put a video of my Level Editor
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I kind of wish that I had built a Level Editor a long time ago. It was fun to make and really useful...
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Noel Berry
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« Reply #9 on: October 26, 2010, 06:35:41 PM » |
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Depending on the game, I either create a very simplistic level editor, or use Ogmo Editor
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raleigh
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« Reply #10 on: October 26, 2010, 10:21:21 PM » |
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DAME looks good. I haven't used it, but I figure it at least deserves a mention.
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Trevor Dunbar
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« Reply #11 on: October 27, 2010, 07:45:10 AM » |
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Trey the Toucan Level Editor
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Toucantastic.
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rogerlevy
Guest
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« Reply #12 on: November 01, 2010, 12:38:25 PM » |
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Mappy for non-Flash stuff.
OGMO for Flash stuff.
Don't particularly LOVE either. Any serious map editor would let you see changes to your tiles in real-time as you edit them; which requires an integrated graphics editor. ProMotion is great for maps but doesn't do go beyond editing graphics. 'swhy i haven't bought it yet.
I'm working on my own system that would integrate all sorts of small, self-written data-editors into one space, so all changes are seen in real-time. It's an idea I've wanted to do properly for years.
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konjak
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« Reply #13 on: November 02, 2010, 11:58:18 AM » |
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I have yet to finish a game that had its own level editor (Solar Plexus had a crappy one), but the one I made in Construct is really great and dynamic for me, making level-making real fast and comfortable.
You don't NEED to make one in Construct since it has its own, but if you make your own you're making it the way you like it, and I guess you don't have to worry about really long save times or something since all the maps would be inside Construct's file.
Anywho, I love making editors.
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Nix
Guest
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« Reply #14 on: November 02, 2010, 07:26:13 PM » |
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Ogmo Editor would be even more useful if it were open source.
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krasimir
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« Reply #15 on: November 03, 2010, 03:20:14 AM » |
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I have tried using Tiled because it has isometric tiles. Unfortunately, it needed some customizing and my programmer screw that up. Anyway, Tiled is here: http://www.mapeditor.org/
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