I've been wanting to write a platform game for awhile and decided the other day I'll probably need an editor first, so that's where this project came from. (sorry no screenshots) Editor should run at 640x480 in window mode, options later on will let you set it to your liking.
Still largely a work in progress, but wanted to get it out there for a little feedback. Maybe hear what kind of options people would like. Frame rates are pretty good with a fully displayed map, all options are hard-coded at the moment. Map is 200x200 tiles with 16x16 tile size. So for the moment, any tileset you load is assumed to be made up of 16x16 tiles, actual dimensions of the image do not matter. For testing purposes, I've been using the RPG tileset recently posted here:
http://forum.thegamecreators.com/?m=forum_view&t=172576&b=4
The map's vertical scrollbar is functional, as is the divider bar. Load the tilemap (as many as you like), select a tile, then pasting your images to the map. I've only started 2 days ago, hence why there's so little functionality at this point, but I thought it was enough to demo the idea and hear back from you guys. The attached executable is a 2mb zip.
For those interested, a tileset is loaded into a memblock at which point it is then dissected into its individual tiles. The map's data, when stored in a file, will keep track of the order tilesets are loaded into the editor as to preserve the proper image numbers. Eventually, the image numbers will start at 1, with the editor offering an option to configure an offset value so as to not interfere with any code you may have already written in a game. For instance, you want the tile graphics to start at image 100 and increment from there rather than beginning at 1.
Once the map editor is complete, I'll begin on item placements (coins, keys, etc...) and enemy placement with simple path editing.
Another feature to be worked on is controlling which tiles are passable and non-passable. I'm thinking, each tile will by default be non-passable, right-clicking the tile from the right pane gives a menu to set passable/non-passable, affecting only those tiles yet to be placed. Individual tiles on the map can be right-clicked to control this as well (secret passable walls and whatnot).
My last idea is hot spots. These are locations you can set in the map, numbered with an ID, that you can use to add additional elements to the game not available in the editor. Say you want a transporter, when the character reaches that "hotspot", it'll trigger an action that you can then do whatever it is you want to do.
I'm still working out an idea about layers.
Update: 8-10
- Java-based editor in the works
- New plan to support code templates for very easy game creation
Update: 7-29
- Wrote map loader (Details in post below)
- Fixed bug in save map function
- Found new bug with popup menu
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Download the game engine demo now! Arrow keys to move, Press '1' or '2' to load different maps.
Edit: 7-26
- Added Save map function
- Began work on actual game functions: loadMap(filepath$), displayMap(), positionMap(x, y)
- Added bridge graphic to tileset
Edit: 7-25
- Added an overlay layer. These tiles are displayed over the character and can overlap existing background tiles.
- Ability to show bounding boxes of collision tiles.
"Any sufficiently advanced technology is indistinguishable from magic" ~ Arthur C. Clarke