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lembi2001



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9th July, 2013 at 09/07/2013 00:04:05 -

Way back when, in an era that time forgot, someone had posted a new idea for a level editor. I now need to find that post to remind myself about some of the methods used.

The whole system revolved around the use of an active object that was set at 1:32 scale of the level and used 1 pixel colours as the tiles. Fastloops then placed the corresponding tile at the correct location.

I tried to recreate it earlier but failed miserably. Anyone remember this??

NVM!!

I was being thick and adding in expressions where they weren't needed ¬_¬

Edited by lembi2001

 
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AndyUK

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12th July, 2013 at 12/07/2013 05:18:31 -

I would like to see a level editor like this.

 
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UrbanMonk

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12th July, 2013 at 12/07/2013 18:28:17 -

I'm not understanding how this works. I've re-read your description 3 times!
Isn't that how all level editors work?

 
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Sketchy

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12th July, 2013 at 12/07/2013 20:37:30 -

Most tile-based level editors use an array to store the level data. Lembi is talking about using an image file (which is essentially just an array of pixels) instead - with each pixel corresponding to one map tile.
It's a bit like this: http://blog.tojicode.com/2012/07/sprite-tile-maps-on-gpu.html (incidentally, I made a pixel shader to do exactly that)

It's really not difficult. The code is going to be virtually identical to if you were using an array.

However, the only advantage to using images instead of arrays, is that they can be easily edited with something like MS Paint (no level editor is required) - so if you're creating a level editor, that defeats the whole purpose of using images.

 
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lembi2001



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12th July, 2013 at 12/07/2013 23:29:54 -

Whoops, maybe i was little bit mis leading with the whole Level Editor title. I'm using it to make my levels very quickly as they only use 2 background tiles and 4 active objects. This allows me to quickly design my levels

 
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