Register - Login
Views: 99821671
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - Stats - Latest Posts - Color Chart - Smilies
05-03-22 07:09:22 PM
Jul - NO! GO TO STAR! - Level Editor Download - Build 91116 New poll - New thread - Thread closed
Next newer thread | Next older thread
Sukasa

Level: 123


Posts: 1688/4326
EXP: 20936681
For next: 294585

Since: 07-07-07


Since last post: 1.1 years
Last activity: 1.1 years

Posted on 11-09-09 09:38:40 PM (last edited by Sukasa at 02-16-10 03:10 PM) Link
Weighted Storage Cube Dispenser
Cake Slice


Okay, since the level editor is now mature enough to give out a preliminary release, here we go.

Download it here

New Link

Simple .NET 3.5 (no WPF) exe, messy VB.NET source code available on request. Supports Tiledef, Tile animation, Sprite, and level tilemap editing. You can also import and publish level graphics and music.

So, there's no in-editor documentation, so here goes.

The file menu is fairly self-explanatory. There is no "Close File" button, but you can open a new or existing level to close the one you currently have open. Saving is glitchy, sometimes it will throw and error and not save, some error about the file already existing. If you used ctrl-S, try clicking the menu item itself. If you clicked the menu item, just wait a bit then try again (5-10 seconds).

From the Level menu you can change Tiledef entries or add new ones (new levels start out with two predefined entries which can be changed), add, remove, or reorder tile animations (More on reordering in later build documentation). From the Resources submenu, you can choose to import a tileset graphics file (32bpp PNG), Intro music, or Music loop (Generally these are used as two parts of a single song). When the level loads, the Intro music begins playing. After the intro finishes, the loop section immediately begins, and will loop instantaneously when it finishes playing.

Editing the tilemaps is particularly easy - it has been described as the MS Paint of level editors (for being easy to pick up). Select a tile either from the drop-down box, or the tile palette below it. The palette is the only way to select most tiles when you have over ~14 tiles. Hover your mouse over the top and bottom rows of the palette to scroll it up and down. Left or right click on a tile in the palette to select it.

The "Paint", "Fill", and "Select" radiobuttons determine how you interact with the level window. In paint mode, clicking and/or dragging on the canvas will paint the currently selected tile to it Fill mode operates also as you would expect, but does not accept click-and-drag as a command, you must click every time you wish to use the Fill command.

Select simply selects the currently-highlighted tile, much as if you had clicked it in the tile palette. Right-clicking at any time in the canvas window will also Select a tile, regardless of the mode you have selected.

Above the tile selectors, there is a set of five buttons and radiobuttons, with one button and radiobutton segregated from the group. Ignore this segregated pair, currently it is effectively useless until the next update.

The buttons 1, 2, 3, and 4 control visibility of the four tilemap layers. In the current release, sprites will interact with layer 1, while layers 2 through 4 are for decoration (This will change in later updates). Note that with no current way of adding sprites, and no sprites defined, this point is moot.

The radiobuttons below these four buttons control which layer you are "editing." Just because a layer is not shown, does not mean you can't alter it. As well, the paint/fill/select mode only acts on the "active" layer, the other three layers are effectively ignored.

Use the Arrow keys to scroll the canvas around. The canvas can be resized from Level->Header Info. Note that a canvas size of less than 21 tiles wide and 16 tiles high cannot be loaded in the engine, which means you must resize upwards at least once after creating a new level!

The tiledef editor lets you create and modify (but not delete) Tiledefs. These are the "tiles" available for you to use to create your levels. On the right is the tilemap available for you, which can be updated by importing a new graphics file (Level->Resources->Import Graphics File in the main window). This image stretches to fit the window, and resizing the window can expand or shrink the image. Clicking in this image selects a 32x32px square to use as the graphics for the tile currently being modified. These tiles are grid-aligned to the upper-left corner of the image.

The tile palette in the tiledef editor works similarly to the main windows', but is used to select the tile to be edited. Creating a new tile automatically selects it.

The checkbox array on the left controls the tile flags. Hover you mouse over a checkbox to get more information about the effect it has on the tile.

The Tile Animation editor is fairly simple to use. Once you create an animation ("Add New" button), click a tile on the palette to use as the target tile. Clicking on the large tileset to the right of the tile palette picks the starting tile used in the animation. Frame Count is how many frames are in the animation. Frame divisor determines how many in-game frames elapse before the animation progresses one frame. Higher values are slower, and 60 is approximately 1 second, where 1 is 60 times a second. NOTE THAT THE EDITOR DOES NOT SHOW TILE ANIMATIONS OUTSIDE OF THIS DIALOG. Move Up/Down and the Start Enabled checkbox are irrelevant at this point, however they do work- note that you cannot disable/enable animations at run-time yet. The animation editor also shows a small preview of the tile animation.

Export to Engine is the last major feature of the editor you guys will want to be familiar with. When you select it and give it a number between 0 and 65535 inclusive at the popup, it'll output a folder structure you can immediately drag and drop into Data.zip in the engine. By saving it as level 1 and overwriting what's currently in the zip, you can also view part of your levels in the engine itself.

____________________
Portal ExitWeighted Storage Cube to the head
Portal Entrance
Sukasa

Level: 123


Posts: 1705/4326
EXP: 20936681
For next: 294585

Since: 07-07-07


Since last post: 1.1 years
Last activity: 1.1 years

Posted on 11-12-09 11:38:24 PM Link
Weighted Storage Cube Dispenser
Cake Slice
Updated to include how to use the tile animation editor and Export to Engine.

____________________
Portal ExitWeighted Storage Cube to the head
Portal Entrance
Sukasa

Level: 123


Posts: 1710/4326
EXP: 20936681
For next: 294585

Since: 07-07-07


Since last post: 1.1 years
Last activity: 1.1 years

Posted on 11-13-09 02:51:43 AM Link
Weighted Storage Cube Dispenser
Cake Slice
Updated to build 91112, because Dd found a showstopper bug that affects everyone, making it impossible to open a new level. Link in the OP has been updated.

____________________
Portal ExitWeighted Storage Cube to the head
Portal Entrance
Sukasa

Level: 123


Posts: 1718/4326
EXP: 20936681
For next: 294585

Since: 07-07-07


Since last post: 1.1 years
Last activity: 1.1 years

Posted on 11-16-09 03:32:05 PM (last edited by Sukasa at 11-16-09 12:32 PM) Link
Weighted Storage Cube Dispenser
Cake Slice
Another important update- this time, Sprite editing! The download link for the editor has been updated in the OP, as usual.

Also important is the Sprites file the editor creates, where it stores all the sprites that the game engine uses. To simplify things, I'll publish updates to that file as I add sprites to the game engine itself. However, via Tools->Manage Sprites..., you can also edit the Sprites file. Download the sprites file Here. Toss it in the same folder as the level editor, overwriting the existing file if there is one. Then, when you enter sprites editing mode (radiobutton below the [ S ] button), you can use the Kasua sprite. I'll document the sprites editing mode a bit later today, or tomorrow. For those of you familiar with Lunar Magic, the sprite editing should be fairly familiar.

NOTE: Tools->Options->Use LM-Style Sprite Editing does not yet work, and the program will always act as if it is checked. This will be rectified in the next release.

____________________
Portal ExitWeighted Storage Cube to the head
Portal Entrance
krutomisi
2480
Level: 94


Posts: 41/2481
EXP: 8265941
For next: 90716

Since: 02-01-10


Since last post: 241 days
Last activity: 181 days

Posted on 02-16-10 05:49:23 PM (last edited by krutomisi at 02-16-10 02:50 PM) Link

I was going to test out this here level editor thing, but the link is broken.
Oh well

____________________
empty space
Sukasa

Level: 123


Posts: 2102/4326
EXP: 20936681
For next: 294585

Since: 07-07-07


Since last post: 1.1 years
Last activity: 1.1 years

Posted on 02-16-10 06:08:54 PM Link

Yeah, speaking of that I'll host a mirror'd link.

____________________
<@Bitmap> Be completely humble and gentle;
<@Bitmap> And tell them to shut the fuck up
Sukasa

Level: 123


Posts: 2103/4326
EXP: 20936681
For next: 294585

Since: 07-07-07


Since last post: 1.1 years
Last activity: 1.1 years

Posted on 02-16-10 06:09:59 PM Link

Mirror Link

____________________
<@Bitmap> Be completely humble and gentle;
<@Bitmap> And tell them to shut the fuck up
Tyty

Level: 165


Posts: 7118/8599
EXP: 58676211
For next: 259470

Since: 07-07-07


Since last post: 9.8 years
Last activity: 9.8 years

Posted on 03-11-10 01:25:51 PM Link
I played around with it a bit and....

Alpha transparency is how it works right?

And I assume Layers 2+ are underneath Layer 1, right?

Because I couldn't see anything I put on them :x

____________________


Sukasa

Level: 123


Posts: 2206/4326
EXP: 20936681
For next: 294585

Since: 07-07-07


Since last post: 1.1 years
Last activity: 1.1 years

Posted on 03-11-10 11:20:05 PM Link

..Yes and Yes.

Odd, it should work. At worst, the 1/2/3/4 buttons above the layer selectors disable drawing of specific layers as a workaround.

I'll look into the root cause of why you're not getting alpha. Can I get a link to the tileset files you were using?

____________________
<@Bitmap> Be completely humble and gentle;
<@Bitmap> And tell them to shut the fuck up
Tyty

Level: 165


Posts: 7121/8599
EXP: 58676211
For next: 259470

Since: 07-07-07


Since last post: 9.8 years
Last activity: 9.8 years

Posted on 03-12-10 12:13:56 AM Link
Originally posted by Sukasa

I'll look into the root cause of why you're not getting alpha. Can I get a link to the tileset files you were using?

I was just double checking actually. I never did the alpha mask :V

____________________


Sukasa

Level: 123


Posts: 2207/4326
EXP: 20936681
For next: 294585

Since: 07-07-07


Since last post: 1.1 years
Last activity: 1.1 years

Posted on 03-12-10 01:09:10 AM Link

..ooh. okay

____________________
<@Bitmap> Be completely humble and gentle;
<@Bitmap> And tell them to shut the fuck up
Next newer thread | Next older thread
Jul - NO! GO TO STAR! - Level Editor Download - Build 91116 New poll - New thread - Thread closed


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

28 database queries, 7 query cache hits.
Query execution time: 0.088042 seconds
Script execution time: 0.030716 seconds
Total render time: 0.118758 seconds