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Advanced Tile Editor

PostPosted: Thu Jul 12, 2012 11:58 am
by Hblade
I messed up somewhere along the line of building my game, I let the stage get too huge with the basic tile system of GE, now the game lags chronically. I need to destroy the tile actor/actors, and I need to design a tile editor that will use cloneactors so I can have them not draw off screen.

How would I set up a tile actor that can:

Place a boss (and add more bosses to it later)
Change Music based on which "Room" your in
Place Spikes
Place Enemies
Place Trees/rocks
Place Tiles
Place Powerups
Place Teleporters (with different values for each one)



Would I have a better chance simply cloning them in game-editor? hand by hand, using the array thing?

Re: Advanced Tile Editor

PostPosted: Thu Jul 12, 2012 6:42 pm
by skydereign
What you should do depends greatly on what you will be willing to sit down and do. Normally I'd suggest creating a tile editor, but your previous luck with getting map editors working might be a problem. Getting the editor to do the required tasks is pretty straightforward in terms of normal map editors. So one of the hardest parts for you will be getting the save/load system working. Most of the other stuff just involves creating spawner actors instead of the actual enemies/powerups. But obviously if you aren't going to stick through the making of the map editor, then the next best thing is to place them yourself in the editor, and use activation regions (this time start using them in the beginning, and keeping the tiled bits smaller).

Re: Advanced Tile Editor

PostPosted: Thu Jul 12, 2012 7:10 pm
by Hblade
yeah I'll stick with the cloned-tiles from the editor =) I finally got over some lazyness though and made a decent title...
http://www.youtube.com/watch?v=ZJSa_qQLap8