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Map Editor

edited April 2014 in General Posts: 119

So I am making a game and found the Codea functions to create files and maps quite cumbersome. I made a quick map editor for my own purposes but I am wondering if others are facing the same issue and would appreciate a simple mapeditor.

Right now it will auto-tile edges and transitions between terrain types. I will add more objects and terrain if there are interest. Will also clean up and share my code if there's interest.

sample:
https://www.dropbox.com/sc/8wuv88s6yi86gd7/MnssQAC251

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Comments

  • Posts: 62

    Nice!

  • BriarfoxBriarfox Mod
    Posts: 1,542

    @zapaper can we get a short youtube video?

  • Posts: 119

    here you go:

  • Posts: 41

    Looks great.

  • SimeonSimeon Admin Mod
    Posts: 4,888

    @zapaper looks like a really nice piece of work.

  • Posts: 425

    @zapaper I would like to see the code if you don't mind sharing it. This looks great, BTW

  • Posts: 113

    Very nice!

  • BriarfoxBriarfox Mod
    Posts: 1,542

    @zapaper looks great! I'm sorry I assumed the dropbox link was for code and didn't realize it was a photo.

  • Posts: 2,042

    Really nice.

  • Posts: 60

    Very cool. Can you add any sprite sheets to the editor? If you decide to share, I would love to see the code as well. Regardless, splended work.

  • Posts: 119

    Thanks for the encouragement. I am almost done with it. The logic for placing walls took me a while and I'm still not sure I have gotten it.

    https://www.dropbox.com/sc/f1yq9txybutsdst/GR5lTyz0f9

    @Aalok, one can load up other spritesheets but it would have to be arranged in similar fashion for the auto-tiling to work.

  • I'd be interested in seeing the code.

  • I'd also be very interested in seeing the code

  • Posts: 119

    Sorry for the break. I was adding features to the map editor so that it can be easily used in a simple RPG. I had to redo the object/wall code.

    I did up a simple hack-n-slash RPG using the map editor to demo it functionality here:
    https://www.dropbox.com/sc/y19wsej7t0jtd1w/czTIkA66a2

    The main character sprite is a placeholder. Will post the code on github soon.

  • Posts: 1,595

    @zapaper looks awesome, some intensive coding going on here!

  • Posts: 2,042

    @zapaper, is the map and collision-detection tile-based?

  • Posts: 41

    Just keeps getting better :)

  • Posts: 119

    This is the work-in-progress version.

    https://www.dropbox.com/s/wdpd32ozu2tfx58/terrain.zip

    I'm still not happy with some of the functions and the wall-feature is still buggy. But it's good enough for me to start creating maps for my hack-n-slash RPG game. Credits for tile and objects goes to opengameart.

    In addition to the island, plains and forest tiles which I have demo-ed, I have added a simple cave tileset:
    https://www.dropbox.com/sc/13aypogi4gm78rq/s8_fNUz5UY

    "E" button allows you to set placeholders events/enemies/treasures etc. as you want it in your game.

  • Posts: 119

    Added more opensource tilesets. @JakAttak, yes collision is tile-base. So far it looks ok as the tile size is small.

    https://www.dropbox.com/sc/moeoch6rkxinp0v/AVpESCanXR
    https://www.dropbox.com/sc/pdkfom00bvdwmto/VjsUHeStCR

  • Posts: 136

    @ zapper , this is amazing, anyway I can see the code for it? (Extremely interested!!! :-bd

  • Posts: 119

    The code is already in the dropbox link above. I didn't include the latest code because it contains game-specific functions. I am also looking for people to help me make maps if you are interested :)

    Latest development video:

  • Posts: 1,595

    @zapaper you are the Codea grid god!

  • Jmv38Jmv38 Mod
    Posts: 3,295

    @zapaper very impressive work!

  • Posts: 385

    @zapaper wow!

  • Posts: 65

    @zapaper This works really good! You did a great job!

  • Posts: 119

    Thanks for all the positive encouragement.. I started this thread to help fellow coders. Hope it's useful. Do drop me a note if u have found this useful in your own game.

  • Posts: 418

    @ zapaper Very cool map editor and RPG. Where did you get the game art?

  • Posts: 119

    Open Game Art. Most of the assets are licensed under CC and GPL 3 so you have to take that into consideration in your game dev.

  • @zapaper can we get a reupload of your code shares? I definitely want to check out how you handled the scrolling.

  • IgnatzIgnatz Mod
    Posts: 5,396

    @matkatmusic - if you just want to know how to scroll, I discuss how to do it at the bottom of this post

    https://coolcodea.wordpress.com/2014/09/15/160-2d-platform-game-5-managing-the-player/

  • Posts: 119

    I am sorting out some file I/O issues. I'm targeting to develop a generic mapeditor so that Codea users can have a standard way of sharing map files for any kind of games/app. Right now it's customized to a specific texture sheet, but that can be quite easily changed.

    In any case, this is the latest video of the mapeditor as part of the Action RPG game-maker:
    https://www.dropbox.com/sc/irpbo1d9hjt2d58/AAALP89TJ7Y1ceCMXyeNsuBLa

    The monsters/npc/etc. are saved as events, which can be customized for other uses. The map layer has only two texture sheets: one for terrain, one for objects.

  • edited March 2015 Posts: 119

    Finally got some of the I/O issues out of the way. I'm almost done making this a stand-alone Map Editor all Codea users can use. Right now it is pre-loaded using the LPC (GPL 3, CC) textures and objects (which is awesome btw). But if you wish to use your own texture terrain/object, you can just change the filenames and work using your own textures. I hope this would be a valuable asset for all aspiring game designers on codea.

    For terrain textures, it would be as easy as a few lines to define the textures for each button. It will do all the auto-tiling and button setup. For objects, it would be a little complicated because of overlaps, different sizes and offsets. I might leave it out in the final version. You would not see this in the preview below, but it took a lot of work. Also not shown is a lot of work done to auto-tile bigger textures and objects. For example, the more detailed (and wider) cliffs in the preview is also auto-tiled.

    Here's the latest preview. Have also added a preview, minimap and file selector:

    Once savetext() is fixed, I should be able to share this.

  • Jmv38Jmv38 Mod
    Posts: 3,295

    wow! Quite cool.

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