Map Editor

Ideas for Game Editor evolution.

Map Editor

Postby MysticTrunks » Fri Mar 19, 2010 2:49 am

I've always thought that the big room thing was a terrible idea, I mean really each 2D game uses a level or so called map to load from. Because 1 room could be 80,000PX wide and 20,000PX high.

Why not open support for mappy or tiles studio so people can create RPGs more efficiently.
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Re: Map Editor

Postby MrJolteon » Fri Mar 19, 2010 3:35 pm

...or make a map editor for GE that is a part of the setup exe, but is on it's own exe.
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Re: Map Editor

Postby Hblade » Fri Mar 19, 2010 5:03 pm

yeah :O if someone wants to help, I can write one for GE :) using C#
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Re: Map Editor

Postby MrJolteon » Fri Mar 19, 2010 5:16 pm

yea but someone must edit the source code so there's a new menu function named "Load Map" that can load maps made with that ME.
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Re: Map Editor

Postby Hblade » Fri Mar 19, 2010 9:24 pm

Yeah, well I just learned that you cant use C# and integrate it in the C++ Source code :/
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Re: Map Editor

Postby Darkhog » Thu Mar 25, 2010 6:59 pm

or maybe instead of one huge game area, where it is hard to change levels (moving viewport) add level/frame support with different actors scripts and vars for each level+eventually clone level functionality and ad command like change_level(char *levelname), where levelname would be string. For example change_level ("main_menu"). Of course "levels" don't have to be actual levels it can be also menus or something like this. I mean every level will be actual game area as it now. But you could make more areas (i mean levels) and don't have to store every level with another in this way:
Code: Select all
_________    _________
| level 1 | | level 2 |
_______===============__________
      | level 3 |   | main menu |

but you will have different, independ areas (levels) named level 1, level 2, level 3, and main menu. Betweeen this levels you'll switch with change_level(char *levelname) script command. Of course every level will have another set of actors, events, scripts and variables.
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Re: Map Editor

Postby MrJolteon » Sat Mar 27, 2010 5:43 pm

...or just stick to my idea about a map editor to make maps ge can load.
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Re: Map Editor

Postby Hblade » Sat Mar 27, 2010 8:47 pm

lol. I'll work on one of these again one day.
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