A Flash Developer Resource Site

Results 1 to 16 of 16

Thread: Basic Level Editor

  1. #1
    Senior Member Mad-Sci's Avatar
    Join Date
    Mar 2000
    Posts
    2,756
    http://www.freewebz.com/savco/experiments/le.swf
    copy/paste

    Ok this is for one of my future games I still dont have render option for exporting the levels but wanted to hear your thoughts about it..

    select tile by clicking on it. Go to the stage and start clicking each time you click you paste a tile..

    you can rotate and flip the last tile. To select another tile for flip and rotate click on tile picker go to stage and click over the tile you want to rotate.

    you can remove tile by clicking on blank button.

    thnx..
    ms

    PS the movie runs at 30 fps..

    PS render added the white button lower right corner;



    [Edited by Mad-Sci on 03-20-2002 at 05:27 PM]

  2. #2
    Senior Member Mad-Sci's Avatar
    Join Date
    Mar 2000
    Posts
    2,756
    this is an experimental game:
    http://www.freewebz.com/savco/experiments/lode.swf
    copy/paste

    it took me less then 5 min to set up..

    1) level designed in the Level Editor
    2) imported in the Game Engine and rendered
    3) collisions are done vs Array with protos..like:

    ground=checkBellow(); this returns true or false; things like that..

    mad_sci

  3. #3
    Moderator
    FK Junkie
    TiefighT's Avatar
    Join Date
    Aug 2000
    Posts
    683
    I got 404's even when I copied/pasted

    If you want to see a real man's tile-based level designer you can go here . Thats the product of one night's playing, I had the export working via a command.com call, but still need to get it working thru some type of server-side script. I haven't worked on it in a week due to a crappy flu thing usurping all desire to do anything but eat and sleep, which explains the slightly less than impressive functionality .

    Eventually I am going to load the tiles out of a tileset .swf, enable rotation, erase, etc., but still haven't decided how I am going to handle objects that take up more than 1 tile...
    [Edited by TiefighT on 03-20-2002 at 06:12 PM]

  4. #4
    Senior Member Mad-Sci's Avatar
    Join Date
    Mar 2000
    Posts
    2,756
    Ha thats cool. Would you mind checking again it works fine here..I mean its loading from the server not from the cashe..

    freewebz is doing strange things nowadays..

    mad

  5. #5
    Moderator
    FK Junkie
    TiefighT's Avatar
    Join Date
    Aug 2000
    Posts
    683
    Nope still no joy when I copy and paste the below url into a new browser. I am on a different machine, from a different location, but with the same ISP so it may be just be a DNS thing...I'll give it a while and check back .

    http://www.freewebz.com/savco/experiments/lode.swf

  6. #6
    Senior Member Mad-Sci's Avatar
    Join Date
    Mar 2000
    Posts
    2,756
    this is the editor:
    http://www.freewebz.com/savco/experiments/le.swf

    the other is sample level ported in game engine.

    dang freewebz..I dont know what is that..may be after a while..

    thanx.

    ms

  7. #7
    w00t PrED32's Avatar
    Join Date
    Sep 2001
    Location
    Sydney, Australia
    Posts
    529
    http://members.optushome.com.au/chri.../isoBoard.html

    sorry TiefighT, this is a one up.

    exporting maps from actionScript.

    Ive used the exported code with copy/paste for many levels, its a godsend.

    Oh and Mad-Sci, im guessing this is what your lode.swf example is like (because the link is dead =( )

  8. #8
    Senior Member Mad-Sci's Avatar
    Join Date
    Mar 2000
    Posts
    2,756
    Yea but for platfrom side view games.. the isoMap is way cool. I actually render the tile in one long string..not using array()s. Did you check out the MassCollision I posted a while ago, Im using this well much optimized..

    mad_sci

  9. #9
    Moderator
    FK Junkie
    TiefighT's Avatar
    Join Date
    Aug 2000
    Posts
    683
    Mad-Sci, the link is working now, looks quite nice .

    PrED32 - Nice one, mind if I keep it bookmarked?

  10. #10
    Senior Member Mad-Sci's Avatar
    Join Date
    Mar 2000
    Posts
    2,756

    last request..

    open the editor:
    http://www.freewebz.com/savco/experiments/le.swf
    copy/paste

    design your level complex or simple doesn matter..
    press the withe button lower righ and copy the rendered scene. Copy only the letters dont copy the "field= and '' "

    now open the game engine:

    http://www.freewebz.com/savco/experiments/lode.swf
    copy/paste

    paste your code in the field and press done..

    play a bit arround..

    what I need is the frame rates of the editor and engine:

    tested with 400MhZ, 32MB ram,

    editor=30 fps, engine 25-30 fps.

    both originaly play 30 fps.

    thnx..

    mad-sci
    [Edited by Mad-Sci on 03-21-2002 at 01:58 AM]

  11. #11
    w00t PrED32's Avatar
    Join Date
    Sep 2001
    Location
    Sydney, Australia
    Posts
    529
    They play at almost 30 on a PII450 128mb ram.

    A few things:
    a) too fast.
    b) perhaps make the character NOT move a tile at a time.
    (something like: http://members.optushome.com.au/chri...ePlatform.html Its not perfect (hell i didnt try for very long))

    TieFight: Sure, why not.
    [Edited by PrED32 on 03-21-2002 at 02:15 AM]

  12. #12
    Senior Member Mad-Sci's Avatar
    Join Date
    Mar 2000
    Posts
    2,756
    PrED32 I take this as a compliment ha ha ha ha thre are 620 movie clips on the stage..

    ms

    PS Im workin on the animation and movement..BTW anyone want to donate a simple hero animation...

    md

  13. #13
    Senior Member tonypa's Avatar
    Join Date
    Jul 2001
    Location
    Estonia
    Posts
    8,223
    I dont get more then 19 fps, both of them, but its probably because of Opera browser

    P 1,2GHz 256 RAM
    [Edited by tonypa on 03-21-2002 at 04:46 AM]

  14. #14
    w00t PrED32's Avatar
    Join Date
    Sep 2001
    Location
    Sydney, Australia
    Posts
    529
    mad-Sci, once the clips are onscreen then it will be fast, however if you animated every clip, then it would slow down.. why? because flash uses dirty rectangles to update the display.

    (btw, the link in my post above works now hehehe, check it out, it would be good to implement similar behavior instead of having whole-tile movement (which makes it hard to climb ladders etc.))

  15. #15
    Senior Member Mad-Sci's Avatar
    Join Date
    Mar 2000
    Posts
    2,756
    PrED32, got the link. Yea this is cool move. What did you use ? I was plannig animation between 2 tiles..I use 15x15 tiles so move 5 times step 3 or 3 times step 5..

    ms

  16. #16
    w00t PrED32's Avatar
    Join Date
    Sep 2001
    Location
    Sydney, Australia
    Posts
    529
    I tend not to like animation between tiles because it gives you the feeling of not being in control.

    The character is moving 2 px per frame in my example

    and the way it checks is 'similar' to hitTest, what happens is that instead of checking a point on a whole clip (or all the clips) it checks, lets say, the right edge with the tile that the right edge is in, and if that tile is a wall (the right edge is inside a wall) do not move.

    I could've explained it better but I just got up. =)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  




Click Here to Expand Forum to Full Width

HTML5 Development Center