Level Editor

This is a discussion on Level Editor within the Game Programming forums, part of the General Programming Boards category; You can download the level editor for my game here . From the main menu you can choose NEW or ...

  1. #1
    Used Registerer jdinger's Avatar
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    Level Editor

    You can download the level editor for my game here.

    From the main menu you can choose NEW or EXIT. The level loading functionality hasn't been written yet, so the LOAD button doesn't do anything.

    Still need to add the ability to save a level as well as the ability to choose different POW and Bot types (right now you're limited to one POW type and one Bot type). Also need to add ability to add tiles (barrels, crates, etc.) to give them something to seek cover behind and add some flavor to the levels.

    The final game will play something like chess except that each POW and Bot type will have unique attacks and maximum attack distance, etc.

    Now that the editor is starting to flesh out I plan to have a playable demo in about a month (though it will be limited to the 2 Bot/POW types shown here). Once I get that in it's alpha stage I'll probably take a few weeks to work on the art for some of the other POWs/Bots.

    Let me know what you think.

    **also, I'm going to eventually release the code as open source (right now it's up to 6,368 lines) but if anyone is interested in how anything was done or whatever just email or PM me and I'll send you the appropriate source.**

  2. #2
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    Thumbs up

    It looks good, keep up the good work!

    as a side note you didn't put it in a folder...i extract to my desktop and now they're all over the place

  3. #3
    Confused Magos's Avatar
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    Originally posted by Silvercord
    It looks good, keep up the good work!

    as a side note you didn't put it in a folder...i extract to my desktop and now they're all over the place
    Who extracts zip files to the desktop??? Don't you have a folder C:\Cprogramming\DownloadedPrograms\ or something?
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  4. #4
    Banned frenchfry164's Avatar
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    I always extract things that I'm only going to use a couple times then delete to my desktop. It's easier to get to and delete. Usually zip files have a folder inside them, and when you extract, it just adds a folder for it to the desktop with the program inside. When you're done, just toss the folder. Very nice indeed.

  5. #5
    Crazy Fool Perspective's Avatar
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    Originally posted by Magos
    Who extracts zip files to the desktop??? Don't you have a folder C:\Cprogramming\DownloadedPrograms\ or something?
    i always extract to desktop. im not entirely sure why though... lol

  6. #6
    I am he who is the man! Stan100's Avatar
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    Who extracts zip files to the desktop??? Don't you have a folder C:\Cprogramming\DownloadedPrograms\ or something?
    (Rolling on floor laughing)
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  7. #7
    Used Registerer jdinger's Avatar
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    Here's the updated level editor (zipped to unzip into a nice, clean folder just for SilverCharles.. I didn't realize it didn't zip that way the first time, sorry...).

    It has the ability to save and load a level (still restricted to a single level as I need to add a text box to allow the user to enter the level name.

    It is also restricted to the 2 first trooper types (1 POW and 1 Bot) but now includes their time-based animation routines (though I could probably afford to tweak the speed a bit and I need to put in a check to give it a natural pause for a few seconds between anims). Also, I want to randomize each troopers' pause between their anim cycles. Kind of make it more natural.

  8. #8
    Crazy Fool Perspective's Avatar
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    i click the .exe, screen flashes, thats it....

  9. #9
    Used Registerer jdinger's Avatar
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    Are you trying to run it from the zip file or with all the files unzipped into the same directory? All the bitmaps, etc. have to be present in the directory you run the .exe from.

  10. #10
    Crazy Fool Perspective's Avatar
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    i unzipped everything into one directory and ran the .exe from where it was.

    edit: here is the log...

    SLED debug log file
    04/01/03 - 21:42:09
    -----------------
    Initialization start point
    dot.bmp loaded into video memory.
    21:42:09 - DirectInput object created OK
    21:42:09 - Keyboard device created OK
    21:42:09 - Keyboard data format set OK
    21:42:09 - Keyboard cooperative level set OK
    21:42:09 - Keyboard device acquired OK
    21:42:09 - Keyboard completely initialized successfully
    21:42:09 - Mouse device created OK
    21:42:09 - Mouse data format set OK
    21:42:09 - Mouse cooperative level set OK
    21:42:09 - Mouse acquired OK
    missle.bmp loaded into video memory.
    21:42:09 - Mouse completely initalized successfully
    text.bmp loaded into system memory (out of video memory).

  11. #11
    C++ Developer XSquared's Avatar
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    Same error here:

    Code:
    SLED debug log file
    04/02/03 - 00:17:12
    -----------------
    Initialization start point
    dot.bmp loaded into video memory.
    00:17:14 - DirectInput object created OK
    00:17:14 - Keyboard device created OK
    00:17:15 - Keyboard data format set OK
    00:17:15 - Keyboard cooperative level set OK
    00:17:15 - Keyboard device acquired OK
    00:17:15 - Keyboard completely initialized successfully
    00:17:15 - Mouse device created OK
    00:17:15 - Mouse data format set OK
    00:17:15 - Mouse cooperative level set OK
    00:17:15 - Mouse acquired OK
    missle.bmp loaded into video memory.
    00:17:15 - Mouse completely initalized successfully
    text.bmp loaded into system memory (out of video memory).
    I'm running on a P3 1GHz, 512MB SDRAM, GeForce3 Ti500 /w 64MB DDR RAM.
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  12. #12
    C++ Developer XSquared's Avatar
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    You forgot to include text.bmp in the zip.
    Naturally I didn't feel inspired enough to read all the links for you, since I already slaved away for long hours under a blistering sun pressing the search button after typing four whole words! - Quzah

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  13. #13
    Used Registerer jdinger's Avatar
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    hehe. Yeah, I just realized that. I've been working on the road this week and wasn't able to look into it until this morning. Here's the corrected zip file with all the necessary bitmaps. Sorry guys, I was rushing to get it uploaded the other day before I hit the road.

  14. #14
    Crazy Fool Perspective's Avatar
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    looks good, are you using key frame animation??

    found a flaw though, try placing a charactor on the map, then place another above that one, the guy in the forground is blocked by the one in the background.

  15. #15
    Used Registerer jdinger's Avatar
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    Originally posted by Perspective
    looks good, are you using key frame animation??

    found a flaw though, try placing a charactor on the map, then place another above that one, the guy in the forground is blocked by the one in the background.
    The algo for the animation is:
    Code:
    //CTileParser is a class that has all the RECT dimensions and 
    //offset points for each sprite's anim frame. It also has the 
    //delay time between frames for the current anim and whether
    //or not the current anim loops or cycles back and forth
    void CTrooper::Anim(CTileParser &ctp)
    {
    	if(bAnimate)
    	{
    		if((timeGetTime()-ulDelay)>ctp.GetDelay(this->iID))
    		{
    			ulDelay=timeGetTime();
    			if(this->CurFrm==0)
    			{
    				this->CurFrm++;
    				if(!ctp.GetLoop(this->iID)) bRecoil=false;
    			}
    			else if((this->CurFrm>0)&&(this->CurFrm<(this->MaxFrm-1)))
    			{
    				if(ctp.GetLoop(this->iID))
    				{
    					this->CurFrm++;
    				}
    				else
    				{
    					if(bRecoil) this->CurFrm--;
    					else this->CurFrm++;
    				}
    			}
    			else if(this->CurFrm==(this->MaxFrm-1))
    			{
    				if(ctp.GetLoop(this->iID))
    				{
    					this->CurFrm=0;
    				}
    				else
    				{
    					this->CurFrm--;
    					bRecoil=true;
    				}
    			}
    		}
    	}
    }
    The CurFrm var is a member var of CTrooper which is the ID of the current anim frame.

    Also, I fixed the problem with some of the sprites showing up on top of sprites that where below them. The sort algo was already in place but when I was debugging it I commented the call to the function out and didn't realize it wasn't uncommented when I fixed the other bug.

    Thanks for the catch, Perspective!

    I updated the zip file with the new *.exe that has the sort algo in place.

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