So, when a click project becomes complex enough, it's generally advantageous to start making editors to speed up and organize the design aspects, right? of course, the most common type would be the level editor, but perhaps people make editors for other things as well?
I made this topic chiefly out of curiosity. Is it commonplace to make an editor for one's game? Or is it easier, for the most part, to simply make levels straight in the click program's frame editor?
And for those who make editors for their games, are there limits to what types of games get an editor? I'd imagine stage-based puzzle games would be the most popular candidates for editors, but how common are editors for other genres, like platformers? And how similar would editors be made by different people? Would they end up with similar layouts and functionality?
So the point of this topic is that if you've made an editor (level or otherwise), show it off! Post some screenshots of it in an editor-worthy state!
And here's a screen-stretching shot from the editor for "Nothing" to start things off:
Go Moon!
DaVince This fool just HAD to have a custom rating
Registered 04/09/2004
Points 7998
1st March, 2007 at 16:56:08 -
Sweet editor!
I tried making an editor in my early days and horribly failed. Don't need to make one at the moment.
I designed my editor for a couple of reasons, none of which really include game complexity, because Diamond: Revolution 2 isn't complex enough to need a personalized editor.
I made a level editor 1, because external levels will mean less in-game frames and lower game size. The other reason would be the demand for a nice editor, I wanted to give people the ability to create their own levels if they wanted to, once they beat the game. Even share levels with each other.
Absolutely nothing about my level editor is truly unique though, just simple point and click.
This be the level editor for Blockguy 2. I plan on having users make levels as well, but in such a way that they can't edit the built-in levels or replace them with their own. Well, not without screwing the game up
You may notice that all walls look the same. The fun part is that when levels are loaded in the main game, the appropriate tile is automatically added (for floors or ceiling or whatever). So the level creators don't have to worry about having to set the right tile everywhere to prevent their levels from getting all ugly and stuff.
The editor graphics are all placeholders.
Making an editor is always a balance between making the game extensible and how much work you can be bothered to put into it. I've made one for a project that was meant to be based around an online database of user-submitted levels - this has actually been shelved for now, but I was really proud of the Preview feature.
Edited by the Author about eight times to get our mad IMG tag working
Here's my one for Gauntlet Runner, I'm planning on using a grid based one for Gauntlet Runner 2, because moving blocks pixel by pixel is VERY ANNOYING... I haven't got the array loading done yet but everything else is going alright . But I do like this system as it allows for a certain level of easy after you get used to it. Damn I wrote way more than I meant to... And contradicted my self several times.
I started making my first level editor a few days ago, it's a lot simpler than I thought! I can already see the benefits. Keeping your game to a single frame definitely helps a lot, and the fact that you've already made a level editor makes it really easily to implement into the game you're making
I don't know whether I'll finish and release the game I made this for, but the editor is taking shape, and functions well on a basic level
That looks like an awesome editor Fifth. Are you able to make levels exceding the limit of MMF (20000x20000 pixels) with your editor/engine? I've found that the levels for my game will be big, I have one level planned that will probably be over 90000 pixels at least, and I'd like it to be seamless. I was thinking maybe it would be a smart move making an editor if I can get it to let me make levels larger than 20000x20000.
Edited by the Author.
Edited by the Author.
Mendokuse...
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