English Amiga Board


Go Back   English Amiga Board > Support > support.Other

 
 
Thread Tools
Old 28 April 2020, 11:38   #1
sparhawk
Registered User
 
sparhawk's Avatar
 
Join Date: Sep 2019
Location: Essen/Germany
Age: 55
Posts: 463
Developing a level editor for your own game

I was wondering, how people approach this, when they create a new game. So the benefit of a level editor is quite obvious. Considering though, that this takes also a lot of time, especially when you are working basically alone, having to learn new things because there are no people who would help you there (graphics and sound).
I already spent a lot of time on creating basic functions and are not a single step nearer to a game, because this takes all quite a lot of time (starting from scratch).
I guess if you already wrote lots of code, so you can start right with your game, then you may have more time for other things. So do you spend time on creating a level editor to make your live easier, and how long does it detract you? Are there other benefits of speeding up game development if you spend time creating a level editor (i.e. like possibly thinking more about the design early on). Or are there tool which makes it easier so you don't have to spend a lot of time on the editor and how easy are they to include to your workflow (like i.E. tiled https://www.mapeditor.org/)?
sparhawk is offline  
Old 28 April 2020, 11:52   #2
alpine9000
Registered User
 
Join Date: Mar 2016
Location: Australia
Posts: 881
I’ve used Tiled for all my games and then created some tools to convert it to the data structures your game uses.
alpine9000 is offline  
Old 28 April 2020, 12:06   #3
sparhawk
Registered User
 
sparhawk's Avatar
 
Join Date: Sep 2019
Location: Essen/Germany
Age: 55
Posts: 463
Did you already start with tiled when you designed your game, or did you decide on it later on? I wonder because how it impacts possible design decisions on how to store level geometry, triggers, etc. Or is this so independent that you don't have to take tiled into account when designing the game structure?
sparhawk is offline  
Old 28 April 2020, 12:53   #4
alpine9000
Registered User
 
Join Date: Mar 2016
Location: Australia
Posts: 881
Quote:
Originally Posted by sparhawk View Post
Did you already start with tiled when you designed your game, or did you decide on it later on? I wonder because how it impacts possible design decisions on how to store level geometry, triggers, etc. Or is this so independent that you don't have to take tiled into account when designing the game structure?
I started with Tiled, it’s pretty powerful, I can’t remember it ever impacting game or engine design. For some things I use scripts outside Tiled to control game behaviour, but this is for scenarios where a level editor would struggle to represent the desired behavior.
alpine9000 is offline  
Old 28 April 2020, 13:05   #5
coldacid
WinUAE 4000/40, V4SA
 
coldacid's Avatar
 
Join Date: Apr 2020
Location: East of Oshawa
Posts: 538
Tiled's storage format is pretty decent for editing, but not so good at runtime, so usually developers will create a tool to convert from Tiled to whatever format works best for the game engine. I wouldn't say that it's totally independent, but given how generic Tiled can be, it's more up to the developer to set standards on how to use Tiled rather than it forcing any particular standards on the developer.
coldacid is offline  
Old 28 April 2020, 13:42   #6
dodke
Registered User
 
Join Date: Feb 2018
Location: London / UK
Posts: 112
I also use Tiled. It is indeed very generic so I don't see how it would really influence game design. You can use separate layers for placing collectables, enemies and other game logic items using a special "tile" set.

I have my own tool that converts the XML data into binary format which also converts the tile set to bitplanes, eliminates duplicate tiles etc and remaps the tile map to the optimised tile set. Coding something like that is obviously a lot quicker than creating your own editor.
dodke is offline  
Old 28 April 2020, 17:31   #7
sparhawk
Registered User
 
sparhawk's Avatar
 
Join Date: Sep 2019
Location: Essen/Germany
Age: 55
Posts: 463
Thanks for the input. That sounds good. Currently my plan is to do a Choplifter style game, which can be probably done procedurally, but I figured that this can later on easily be turned into something like a "Fort Apocalypse" style game, which then would need some level with predefined geometry.
sparhawk is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Wizzy's Quest (PD) Level codes - and [Request] for Level editor Dan support.Games 30 25 August 2023 00:30
Turrican II level editor Exl Amiga scene 26 19 January 2020 13:41
First doubts for game developing nandius_c Coders. Asm / Hardware 21 25 October 2013 12:21
Level editor for Cadaver AliZafri project.CARE 1 31 December 2004 11:55
Level editor for Cadaver AliZafri Retrogaming General Discussion 6 28 December 2004 01:29

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 09:04.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.07656 seconds with 12 queries