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Paul_James



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21st March, 2007 at 04:51:08 -

Okay this maybe harder than I thought
but im curious about the basics of making a level editor
I understand the concepts and I have a few ideas on exactly how to do it
But im not a hundred percent sure
Like for example would i be using any extensions (Mmf 1.5)

 
Its not enough,I need more
Not enough to satisify
I said I dont want it, I just need it.
To believe, to feel, to know I'm alive.

Knuckle deep beneath the borderlines.
This may hurt a little but its something you'll get used to.
Relax. Slip Away...

axel

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21st March, 2007 at 08:03:04 -

No, you shouldn't need any extensions to make one. The easiest way is to use a two-dimensional array, which you use to store all the level data in. Then, to load everything, you use a fastloop to loop through the array and create all objects and stuff.

 
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jpSoul



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21st March, 2007 at 10:42:34 -

to save the position of several identical objects you can do:
pick "your object" at random => save x and y position, destroy object

you need to use counters to make a different name of key for each x and y positions, it will be for example: 1x, 1y for the first object, 2x, 2y for the 2nd...
the best way to understant how an editor works is to download a tutorial, i'm sure that there are many articles about editors

 
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Paul_James



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21st March, 2007 at 10:53:42 -

well i started working on it - using just my mind and I have a pretty basic one working
however Im stuck on the loading
Im not a hundred percent how im going to load each tile individuallly - anythoughts???

 
Its not enough,I need more
Not enough to satisify
I said I dont want it, I just need it.
To believe, to feel, to know I'm alive.

Knuckle deep beneath the borderlines.
This may hurt a little but its something you'll get used to.
Relax. Slip Away...

axel

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21st March, 2007 at 14:24:55 -

Fastloops. Here, assuming you're using a tile-based system and a two-dimensional numerical array, where each number in the array represents a different kind of tile:

* Run this event once
- Start loop "Load Y" [Y dimension] times

* On loop "Load Y"
- Start loop "Load X" [X dimension] times

* On loop "Load X"
* ValueAtXY( "Array", LoopIndex("Load X"), LoopIndex("Load Y")) == 1
- Create "Active" at (0,0)
- Active: Set X position to LoopIndex("Load X") * [Tile width]
- Active: Set Y position to LoopIndex("Load Y") * [Tile height]

Then, just duplicate the last event to make different kinds of tiles. For example, 1 could be a grass tile, 2 could be a house, 3 could be an enemy, etcetera.

 
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Paul_James



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21st March, 2007 at 14:52:09 -

u think u could post an example out of this?
i mean every friggin tutorial or engine that is out there about this has some extension for some reason i cant open (even after dling the extension)


 
Its not enough,I need more
Not enough to satisify
I said I dont want it, I just need it.
To believe, to feel, to know I'm alive.

Knuckle deep beneath the borderlines.
This may hurt a little but its something you'll get used to.
Relax. Slip Away...

DaVince

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21st March, 2007 at 16:42:43 -

Then they probably use the old fastloop extension, which WAS required because a long time ago fastloops weren't built into MMF.

Get kfcloop.cox and copy it to the usual folders.

Besides that, he just gave you an example on how to do it.

 
Old member (~2004-2007).

Paul_James



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21st March, 2007 at 17:12:27 -

no no no
like phizzy's tutorial pack which features a level editor - string.cox - which i know is string parser 1 object - i have string parser 2 - but it wont let me - i even downloaded like 5 string.cox put it in every folder imaginable and yet no dice

another person needed iniplus.cox - i got the extension (even though it doesnt work for mmf just there for porting) no dice with that either

however, i got the jist of it down but axel told me to do is not working at all, ive been searching all over dc and i got a couple ideas

 
Its not enough,I need more
Not enough to satisify
I said I dont want it, I just need it.
To believe, to feel, to know I'm alive.

Knuckle deep beneath the borderlines.
This may hurt a little but its something you'll get used to.
Relax. Slip Away...

axel

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21st March, 2007 at 17:19:23 -

Okay, fine. I'll make an example file. Later though, I'm tired -_-

MMF 1.5, was it?

 
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Bibin

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21st March, 2007 at 17:34:10 -

I'd point you to Super Duper Person but sitesled deleted it.

 
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Paul_James



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21st March, 2007 at 17:55:04 -

yes axel mmf 1.5
i followed ur code exactly to the core and it didnt work???

 
Its not enough,I need more
Not enough to satisify
I said I dont want it, I just need it.
To believe, to feel, to know I'm alive.

Knuckle deep beneath the borderlines.
This may hurt a little but its something you'll get used to.
Relax. Slip Away...

axel

Crazy?

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Game of the Week WinnerYou've Been Circy'd!
22nd March, 2007 at 09:38:23 -

It depends on how the rest of your editor works.

Here:

http://suisai.sitesled.com/leveleditor.cca

Didn't take me more than two minutes

 
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Paul_James



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22nd March, 2007 at 12:27:08 -

sweet thanks
hmmm

i followed ur events exactly
but its on the same frame - for example - press load button and all the objects should come up

ill keep hacking away at it


 
Its not enough,I need more
Not enough to satisify
I said I dont want it, I just need it.
To believe, to feel, to know I'm alive.

Knuckle deep beneath the borderlines.
This may hurt a little but its something you'll get used to.
Relax. Slip Away...

Paul_James



Registered
  02/07/2002
Points
  1320
22nd March, 2007 at 13:17:55 -

argg man
i used ur thing
and guess what im still haven problems

does that mean ur engine only works with one tile?
i have 11 tiles so far
just testing things out and yet nothing man nothing

 
Its not enough,I need more
Not enough to satisify
I said I dont want it, I just need it.
To believe, to feel, to know I'm alive.

Knuckle deep beneath the borderlines.
This may hurt a little but its something you'll get used to.
Relax. Slip Away...

axel

Crazy?

Registered
  05/02/2005
Points
  4766

Game of the Week WinnerYou've Been Circy'd!
22nd March, 2007 at 14:10:07 -

No, you can make it work with many kinds of tiles. Just copy this event (frame 2, line 3):

* On loop "Load X"
* ValueAtXY( "Array", LoopIndex( "Load X" ), LoopIndex( "Load Y" ) ) == 1
- Create Active at (0,0)
- Active: Set X position to LoopIndex( "Load X" ) * 32
- Active: Set Y position to LoopIndex( "Load Y" ) * 32

And do something like:

* On loop "Load X"
* ValueAtXY( "Array", LoopIndex( "Load X" ), LoopIndex( "Load Y" ) ) == 2
- Create Another_Active at (0,0)
- Another_Active: Set X position to LoopIndex( "Load X" ) * 32
- Another_Active: Set Y position to LoopIndex( "Load Y" ) * 32

And so on.

Image Edited by the Author.

 
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Muz



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22nd March, 2007 at 23:14:27 -

Just from experience, I find that it's usually better to make levels by hand than using a level editor. Level editors make the game look.. bland. Unless everything is tile based, where they'd look bland with or without an editor.

But I guess they're OK you're going for the nerdy, classic SNES look.

 
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.

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viva/volt

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23rd March, 2007 at 04:35:22 -

Gridbased games don't have to look grid based, the Underside & cavestory are gridbased...

 
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http://bfollington.tumblr.com

axel

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23rd March, 2007 at 06:06:29 -

It really depends on the game, Muz. All games don't need editors. If the game is small and simple, or if it needs to have a lot of stuff hard-coded for each level, then making a level editor might just be a waste of time. But for large-scale projects and grid-based games, a level editor is ideal, and makes the development process easier and saves a lot of time. Plus, you can let the players design their own levels, if it's that sort of game.

 
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Paul_James



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23rd March, 2007 at 20:50:36 -

axel it just doesnt work i almost stopped working on it because of this

here i took urs and added another object and it wont load the other object
I COPIED yours verbatim and still no luck

www.geocities.com/imaginati0n7/leveleditor1.zip

 
Its not enough,I need more
Not enough to satisify
I said I dont want it, I just need it.
To believe, to feel, to know I'm alive.

Knuckle deep beneath the borderlines.
This may hurt a little but its something you'll get used to.
Relax. Slip Away...

Assault Andy

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23rd March, 2007 at 22:34:56 -

I made this last week for someone else:
http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=34538&page=3#Post34538

 
Creator of Faerie Solitaire:
http://www.create-games.com/download.asp?id=7792
Also creator of ZDay20 and Dungeon Dash.
http://www.Jigxor.com
http://twitter.com/JigxorAndy

Paul_James



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24th March, 2007 at 02:19:18 -

so i downloaded urs assault andy - i had to download mmf2 demo for it

and IM STILL HAVING PROBLEMS - i copied ur code exactly on the loading procedure
and still NO luck

it works fine for one type of tile, but multiple types of tiles have problems
it will create one tile but not all the tiles i put it
Im almost ready to bite the big one

Image Edited by the Author.

 
Its not enough,I need more
Not enough to satisify
I said I dont want it, I just need it.
To believe, to feel, to know I'm alive.

Knuckle deep beneath the borderlines.
This may hurt a little but its something you'll get used to.
Relax. Slip Away...

axel

Crazy?

Registered
  05/02/2005
Points
  4766

Game of the Week WinnerYou've Been Circy'd!
24th March, 2007 at 07:58:22 -

You had placed the events that positioned "Active 2", on "Active" instead. Just a small mistake, but easily fixed.

Compare:
http://i5.photobucket.com/albums/y162/Aggggge/wrong.png
http://i5.photobucket.com/albums/y162/Aggggge/right.png

 
n/a

Paul_James



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24th March, 2007 at 21:12:04 -

i found the one i was having a problem with urs

when i went to creat object - i created an object from the previous frame and then coded it that the object in the current frame to move thus creating one object and moving another object all across the screen till the final spot

when i fixed that - plust the one u noticed and put everything on Load X - it worked - i copied that coding into mine and it didnt work
erggh - ill just use urs

thanks man

 
Its not enough,I need more
Not enough to satisify
I said I dont want it, I just need it.
To believe, to feel, to know I'm alive.

Knuckle deep beneath the borderlines.
This may hurt a little but its something you'll get used to.
Relax. Slip Away...

Paul_James



Registered
  02/07/2002
Points
  1320
25th March, 2007 at 01:41:11 -

AHhh I got it! Finally!

I just want to thank Axel, Radix, and Assault Andy for helping me with this.
I even got it to work in another app for my game, so now I can start making my levels. I also have an idea that instead of using more than one array file for different levels, but using the Z dimension to do different levels.

I dunno if thats correct - if it isnt I'm sure Ill figure it out.

Thanks again guys

 
Its not enough,I need more
Not enough to satisify
I said I dont want it, I just need it.
To believe, to feel, to know I'm alive.

Knuckle deep beneath the borderlines.
This may hurt a little but its something you'll get used to.
Relax. Slip Away...

Assault Andy

Administrator
I make other people create vaporware

Registered
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Points
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Game of the Week WinnerVIP Member360 OwnerGOTM JUNE - 2009 - WINNER!GOTM FEB - 2010 - WINNER!	I donated an open source project
25th March, 2007 at 03:44:21 -

It's very possible to use the Z dimension to do different levels. That should leave you with less external files to muck up.

 
Creator of Faerie Solitaire:
http://www.create-games.com/download.asp?id=7792
Also creator of ZDay20 and Dungeon Dash.
http://www.Jigxor.com
http://twitter.com/JigxorAndy

alastair john jack

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GOTW WINNER CUP 1!GOTW WINNER CUP 2!GOTW WINNER CUP 3!VIP MemberMushroomI am an April Fool
26th March, 2007 at 06:42:47 -

how do you make a text blitter level editor?

 
lol
   

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