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DarkBASIC Professional Discussion / What makes a level editor usefull to everyone?

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BlackChaos
16
Years of Service
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Joined: 2nd May 2010
Location: London
Posted: 29th Oct 2011 15:11
Hey guys,

I've coding a level editor and I was just wondering what are the main aspects and how can I make it usefull to everyone??

Check out my website -> Ameadus Project <- Free Project files, Examples and Over 2,000 textures
Chris Tate
DBPro Master
17
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Joined: 29th Aug 2008
Location: London, England
Posted: 29th Oct 2011 17:25
How long have you been working on it?

I'd say having easy navigation and the ability to apply textures to limbs, along with grouping and duplication facilities would be a good start. It would be nice for repeated actions to be automated somewhat.

Sasuke
20
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Joined: 2nd Dec 2005
Location: Milton Keynes UK
Posted: 29th Oct 2011 18:21 Edited at: 29th Oct 2011 18:23
A massive one would be customizable save formats. Because every engine is different, it needs to be able to output many formats. Simplicity of adding resources to the project. For instance, seeing just a file name isn't always clear, a preview of what your adding is always a good idea if you have 1000's of files to surf through, then it would be control and management of those resources.

Also and 'Undo' button wouldn't go a miss. Seems to be a common miss round here with level editors...
Daniel wright 2311
User Banned
Posted: 29th Oct 2011 21:30
I would have to say the bigest problem is not building our games or coding them,I think if I where to make any leval editor It would have to be able to place objects then save a file with the said positions of the objects ao all we need to do is use the file we used to save our leval objects to load them in the leval.

This was what I was going to do but I did not want to code all of the editor,so I would have to place objects In a 3d world with a object and not the mouse,Slowing down the building process.

my signature keeps being erased by a mod So this is my new signature.
WLGfx
18
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Joined: 1st Nov 2007
Location: NW United Kingdom
Posted: 29th Oct 2011 21:56
Not that long ago I did this which works for both DBP and GDK and if needed sets everything up with Sparkys: http://csnorwood.site40.net/dark-gdk/wlsge/

You can place all your 3D objects, set all the settings for each individual object and set up the collision settings for them. Not just that, it handles hidden zones.

There's source code for GDK and DBP.

Mental arithmetic? Me? (That's for computers) I can't subtract a fart from a plate of beans!
Warning! May contain Nuts!
BlackChaos
16
Years of Service
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Joined: 2nd May 2010
Location: London
Posted: 30th Oct 2011 16:40
Thanks guys. I've been working on my editor for about 1yr now(includes most of the thing everone's mentioned).

As soon as I have a stable release, I will share

@Chris Tate

Texturing limbs are a good Idea but I might not include it in the first release. What I'm trying to do now is keep the editor as simple as possible to ensure complete stability. I'm also looking at other editors to get a feel of the common controls and shortcuts.

Check out my website -> Ameadus Project <- Free Project files, Examples and Over 2,000 textures

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