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Author Topic: Space - Level Editor  (Read 4222 times)

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Austin J

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Space - Level Editor
« on: March 04, 2014, 06:40:37 am »
  Space - Level Editor is the level editor I've been working on for a game called *drumroll* Space. (Well the name isn't set in stone, that's just what it is right now). The game itself has minimal functionality currently (I said I wasn't going to work on it without levels to test on)

  The level editor has various neat features (in my opinion anyways):

- Full screen compatibility on practically any monitor
- Fast level saving/loading. You can save and load hundreds of thousands of tiles in 0.5-2 seconds currently.
- A lightweight GUI with mostly clean functionality (I'd be lying if I said it was all clean  ::) ) Includes buttons, 3 windows sizes (small,medium,large), and text entry fields will be coming in a little bit
- Good performance in general ( I.e no lag when painting on tiles)
- Simple tile rotation

Intend to add in the future:
-A scripting system (after making myself go bald and crying a river or two most likely)
-Easy entity and tile creation (I want the game to be highly moddable. The user will be able to create their own kind of entities(space ships, tanks etc.) and import textures for tiles.
- Brush sizes (I just haven't done it yet for some reason)
-Hopefully some more advanced file I/O to prevent accidentally overwriting files etc + one slight issue (currently I don't write the rotation state of the tiles down  :( )







General rule: If somethings looks nice my artist designed it. If something looks horrible I designed it then pray every day afterwards that my artist will actually work this week. I.e that window in the bottom left corner, that would be mine.


Estivo

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Re: Space - Level Editor
« Reply #1 on: March 04, 2014, 07:27:47 am »
I think that writing map editor clearly in SFML is not good idea. Better use Qt or something else for GUI. It's harder on begin, but later you will see the difference.

Austin J

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Re: Space - Level Editor
« Reply #2 on: March 04, 2014, 07:42:49 am »
The reason I chose against using a library like Qt was because I knew the vast majority of it I would never use. My GUI needs are very small, that is why I went with "reinventing the wheel". In my case the wheel was really small. I appreciate the input however  ;D .

The Terminator

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Space - Level Editor
« Reply #3 on: March 05, 2014, 01:17:13 pm »
Nice project! I'm interested in what it'll lead to. Keep working on it :)
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