Topic:   Space Marine Level Editor v2.0.0   (Read 7645 times)


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Connors


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Space Marine Level Editor v2.0.0
« on: March 24, 2012, 11:57:46 AM »
I got bored and decided to upgrade the old SC Space Marine Level Editor to work with the HTML5 game. It's not too hard, I'll post here when I'm finished with a few more features.

TO DO:
 * Change exportCode to match syntax (DONE! grid[0] = "stuff")
 * Make sure all symbols match
 * Scrolling for larger maps
 - Allow variable size (up to 100 or so)
 - Modify drawing slightly
 - Fix saving and loading (ugh)
 - Add option for different tile types.
« Last Edit: March 25, 2012, 02:16:24 PM by Connors »
Warning: The above post may have been modified multiple times.

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Re: Space Marine Level Editor v2.0.0
« Reply #1 on: March 24, 2012, 06:57:00 PM »
Sounds good.  I meant to eventually fix the exportCode syntax to make it compatible with the HTML5 GM version's 2D arrays, but I didn't realize that that was necessary yet.  (I haven't been following the development of the HTML5 GM version very closely, so I didn't know that it's almost caught up with the SC version.)  But if you want to do the work instead, that's fine with me.   ;D

Another thing you could do is change the editor so that it doesn't create sprites for the floor anymore.  The floor should be a background image, and only the other types of tiles (walls, monsters, everything that exists ON the floor) should have sprites.  That's how the game works, and that's how the editor was originally going to be, but I got lazy, and I decided that it was easier just to treat all tiles the same by creating a sprite for every one.  It would be more efficient without the floor sprites, especially considering that the maps are made up of 391 tiles, and floor tiles are used more than any other type of tile (usually).  This should probably be fixed before scrolling is added.

Connors


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Re: Space Marine Level Editor v2.0.0
« Reply #2 on: March 25, 2012, 02:13:19 PM »
UPDATED FIRST POST and ADDED ATTACHMENT. Try it out! Map size can be changed within initVars but glitches when set too big. ^^^^



Okay, this works for now with floor tiles, however I will probably take them out later to save TONS of space for sprites, as there are two sprites on every space that isn't floor. I'll just have to draw a rectangle around the level boundary.

 So next on my list will be the size bug and the floor tiles.
Then I will fix saving and loading which I will no doubt need some help with.
Warning: The above post may have been modified multiple times.

"In a great game, the character must never perfectly obey the user's command"
 - Tim Rogers

http://connorspuzzles.tumblr.com/

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Re: Space Marine Level Editor v2.0.0
« Reply #3 on: March 25, 2012, 08:34:17 PM »
It looks like the bug is caused by Sc's sprite limit.

Connors


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Re: Space Marine Level Editor v2.0.0
« Reply #4 on: March 26, 2012, 06:53:59 AM »
In that case, fixing one will fix the other.
Warning: The above post may have been modified multiple times.

"In a great game, the character must never perfectly obey the user's command"
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Connors


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Re: Space Marine Level Editor v2.0.0
« Reply #5 on: September 04, 2012, 09:37:45 PM »
I'm trying to upgrade this again but it looks like I didn't upload the best version before. I forget how I fixed the sprite bug before, do you guys recall?
EDIT: download the original file in first post, you'll notice that changing numRows a glitch and changing numColumns causes a different glitch.
« Last Edit: September 04, 2012, 09:54:31 PM by Connors »
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"In a great game, the character must never perfectly obey the user's command"
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http://connorspuzzles.tumblr.com/

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Re: Space Marine Level Editor v2.0.0
« Reply #6 on: September 05, 2012, 03:29:10 PM »
Making a space marine level editor? I thought you were making a platformer level editor. Oh well. I want space marine to be the best anyway.
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Connors


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Re: Space Marine Level Editor v2.0.0
« Reply #7 on: September 05, 2012, 04:22:00 PM »
Check the other thread, I'm modifying it to compile for my platforming game.
Warning: The above post may have been modified multiple times.

"In a great game, the character must never perfectly obey the user's command"
 - Tim Rogers

http://connorspuzzles.tumblr.com/