Showing posts with label level editor. Show all posts
Showing posts with label level editor. Show all posts

16 September, 2012

mission infiltrate: One Room or lots of little rooms?

The screenshot below shows a new map being made in the level editor. (I'm going to add more objects to the game in the future to make is look less 'bare').

But one thing I'm still thinking about is whether to make one room levels like the one above (as this is turning more into an arcade shooter at the moment) or to have a level made up from lots of little rooms, which could mean very big levels overall while not using up as much resources/processing power on the phones.

However having a mission compromising of lots of little connected rooms would add a lot more time onto the development of the project because I'd have to change  both the level editor and the game.  Currently as said it's very easy to make a level like the one above (if anyone wants to make a level, please contact me below). 


06 August, 2010

editor, big to small, big to small.

I've completed a bit more on editor size as well as the scale size.

As show below the track can be created and viewed from a distance in the editor, so you can see the whole track layout as you edit it. (whereas in the game, the player gets a zoomed in view).

Below is a simple track layout I created. Currently,I have only drawn 6 different track pieces, (2 straights and 4 corners) but I hope to get some help from someone to draw them better and create more as well as other options such as the grass and sand run-off areas, barriers, grandstands, the pits.


17 April, 2010

Level Editor Version 0.2b

Today, I've returned to working on the level editor. In that to be able to reach my first goal of finishing a single level, I'll need to add enemies and objects to the game, (and having this completed will also be a motivational thing for me to0).

So, today I've spent four hours working on the level editor, and have added a nice little menu that opens up so the user can change between adding the level tiles, (which build up the world in 32x32 blocks) and adding enemies and objects.

I did have a bit of a 'Damn it!' moment when I couldn't figure out why when loading a level it wouldn't load the objects, because I'd forgot to read the part of the level's file that tells the editor how many objects there are, so I wasted some time here, until I suddenly realized what was missing when I was eating a sandwich.

I have actually been putting this of for a while, as I wasn't looking forward to getting back into the messy code of the editor and adding all this. But, I guess it's a big relief to have it done.

23 January, 2010

Level-Editor

Well since I've got home from work (10:00pm), I've spent the night working on the level editor. It's now 02:12

It works a lot better now.
I've added the ability to create a new level with the user selecting the width and height of the level before they create it.
Also, I've added the ability to load and save to different files before starting and during the level editor running.

My level editor code is extremely messy, and unorganized, but I'm not to bothered about this, as it only consists of two files. It's the game that needs to be neat and organized and so far the basics framework I've started for it is.

22 January, 2010

gravity works! game codename: in darkness...

It's only a couple of minutes since the previous post, but I'm quite happy with the simple physics and gravity I've implemented. Basically, I've created a character class, and have given the man basic movement and gravity, so he can currently move, jump and will fall if he go's off the building.

Level editor

Ok, I've had a bit of a busy week, with preparing my students in my real job for exams, so I haven't had much time to work on the game.

But what I have done, is re-written the level editor slightly, and created some temporary tiles and stolen a character graphic from another game just for temporary purposes to see what the game could look like.

Here is a screenshot of the current progress, showing a character falling from the sky (as there is no collision detection yet) and the tilemap working


still alive..

I'm still alive. Currently considering whether to continue the racing game in 3D with monkey or change to Unity3D (which I've been ...