Level editor

Discussion and feedback on Construct 2

Post » Tue Mar 22, 2011 6:14 am

Hi people!

A level editor has been talked about before. It's not a top priority since it aparently works without one, but it would speed things up hugely, be loved by everyone, and place you yet another step ahead of your rivals. Making levels is actually when you build your game world, it's a huge part of making games, (especially exploration games which has become a pretty big genre). The perfect game creator would of course be great for level design, so it feels like a natural step for C2 to take.

I suggest the following solution. Pressing the "level edit" button gives you the level in full screen, eccept on one side where you have:

-the objects panel to pick objects and place into the layout.
-A tool bar with basic tools. For example a pencil that you use by picking a sprite and draw on a grid. Option to replace existing sprites or layer them etc. If you don't use a grid you just klick in sprites, right klick to delete (or something like that).
-A minimap, where you can click to navigate to different parts of the level. Everyone working with big levels in construct would agree with this. Right now you either have to zoom in and out wich often fails and you end up 500% zoomed in some corner, or space+drag like 50 times.


I'm looking forward to working with this!
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Post » Tue Mar 22, 2011 6:32 pm

[quote="Attan":1t0szome]Hi people!

A level editor has been talked about before. It's not a top priority since it aparently works without one, but it would speed things up hugely, be loved by everyone, and place you yet another step ahead of your rivals. Making levels is actually when you build your game world, it's a huge part of making games, (especially exploration games which has become a pretty big genre). The perfect game creator would of course be great for level design, so it feels like a natural step for C2 to take.

I suggest the following solution. Pressing the "level edit" button gives you the level in full screen, eccept on one side where you have:

-the objects panel to pick objects and place into the layout.
-A tool bar with basic tools. For example a pencil that you use by picking a sprite and draw on a grid. Option to replace existing sprites or layer them etc. If you don't use a grid you just klick in sprites, right klick to delete (or something like that).
-A minimap, where you can click to navigate to different parts of the level. Everyone working with big levels in construct would agree with this. Right now you either have to zoom in and out wich often fails and you end up 500% zoomed in some corner, or space+drag like 50 times.


I'm looking forward to working with this![/quote:1t0szome]

I was thinking about this last night! :shock: telepathy!

now I would add autotileset to go with it. That would help a lot too especialy in grid based designs. How they would work? croping in the right places simple 3gridsX3grids based texture with the main texture in the center grid and border textures around it. More or less like this one ( except this one is using more grids for diferent types of corners)


So people vote for this as this will speed up the lvl building by 300%. no joke.
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Post » Tue Mar 22, 2011 9:50 pm

True every one will probably want a level editor, but not everyone will want the same things.
What would be best is some sort of api so there can be many different "flavors".
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Post » Tue Mar 22, 2011 11:42 pm

[quote="newt":14qvwlst]True every one will probably want a level editor, but not everyone will want the same things.
What would be best is some sort of api so there can be many different "flavors".[/quote:14qvwlst]

Yeah, thought that deppends. I don't think lvl editor would be needed for one screen games but more for platform or rpg games. However what do you excacly mean by flavors?

edit@ at least there should be a number of brushes to literaly draw the maps if not advanced editor:)
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Post » Wed Mar 23, 2011 1:15 am

Flavors as in different editors to choose. Basically they should be in plugs like exporters.
Iso, hex, topdown, sideview, etc, just to many to list.
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Post » Wed Mar 23, 2011 3:39 am

i agree with level editor :D
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Post » Wed Mar 23, 2011 4:31 am

I think I remember TGF having a decent editor, you could click on a sprite in the object list then right click in the layout to place an instance of an object, rather than dragging 1 object at a time or control + dragging to make copies.
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Post » Wed Mar 23, 2011 4:45 am

Construct can do that to, but with enter instead of right-klick. Not that big difference (eccept if you use a laptop like me, then you have to cross your arms.)
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Post » Wed Mar 23, 2011 5:09 am

You know, we could just add a Tile Map plugin that allows you to import tile maps from Tiled...

... Wait a minute. The HTML5 exporter uses Javascript. Why is there not a Tiled plugin for C2 yet?! This needs to be rectified. Immediately.
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Post » Wed Mar 23, 2011 9:04 am

A tilemap plug-in would be wonderful, for both Constructs :P
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