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Misha’s Tech Playground
graphics, fun and code play
I'm crazy - but who cares? My ideas are constantly dwelling and this is the place for them to pour out and form into something good. Only active participation will ultimately make this place come to life.
Level Editor Redux
I have dedicated more of my sparse spare time and refined my level editor quite a little bit.
I have found some very cool and useful information about tile based games on the net this week and parts of it are already directly influencing the current codebase. The latest somewhat stable version is 0.92b which rectifies some problems with Firefox 2 and implements all features listed as current. Once I have a chance to cleanup the code I’ll make it available for download in a new post.
The current development milestone is 0.95a which incorporates already some of the planned features.
It still has to go a long way to be complete but the progress is going well.
Current Features
- based on OpenCSG
- 100% XHTML + CSS + Javascript — no Flash, no server side technology
- works in all modern standards compliant browsers (Opera 9.2+, Firefox 2+, Safari 3+, etc.)
- automatically scaling map
- export as xml and literal JavaScript array maps
- fully object oriented
- fully css based (no JavaScript) File Menu
- adjustable application layout — toolbar vertical or horizontal
Planned Features (in order of importance)
- choose background tile and foreground tile independently (done)
- tile parameters for each single tile on the map (30%)
- individual tile-image offset (for tiles that are not grid sized, i.e. props and buildings) (45%)
- layered maps
- isometric view
- map zooming
Known Issues
- does not work in Internet Explorer (tested for 6.0 and 6.5)
- clicking on the edge of a tile may create the image at the adjacent tile instead
- Export only creates the rows, not the full data set (including tile definitions)
- Add Parameter does not add the parameter to the tile object yet
- parameters currently work only on tile sets (e.g. all tiles of one type)
Images
Version 091, 092a/b
Version 095a
A little note at the end:
Anyone willing to help with testing or development (graphics or code) is very welcome. Comment to this post or register with my site to get access to the files.
Tags: Games, level editor, tile graphics
6 Responses to “Level Editor Redux”
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Safari wins , Opera lost (real life JS performance)…
To check performance on large maps in my level editor I included a little function that generates a map of a given size filled with random tiles. I am lazy I know, but try to click your way through a 200 x 200 (40000 tiles) map and you know what I am t…
Thoughts about OOP advantage…
Having recently refactored my JavaScript Game Engine (or what it will eventually become one) and the associated Level Editor to use OOP techniques I noticed that this has some issues besides the obvious advantages.
Using OOP can save disk space
In one …
Hello, I’ve been searching all over for an OS X tile map editor that can export XML, and this seems to be the only one in existence!
I don’t know if you’re still working on it seeing as this entry is four months old, but if you still have any of the alpha builds I would really like to try it out. I can’t seem to find any links though.
Cheers.
Actually, since this is web based it should work in any OS. I am still working on it, though I neglected the editor part a bit since I was focussing on the core framework and how to best implement the graphics at all.
This version has most stuff hardcoded, so it will probably cost you some work to modify it for your needs.
Now that I reworked the whole core, I also need to completely start over on the level editor. The new version should be available in a couple of weeks.
I’ve seen that you signed up, so you should see the link to the JS Game Engine Links page in the top right corner of each page. You’ll find all further instructions and links to all (pre)released code on that page.
Thanks.
It look nice. I like it very much.