Difficulty In Creating Own Game Editor

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nightrobin 101 Jan 07, 2013 at 16:05 indie optimization pipeline

Good Day Guys!

I am trying to create a game,in the process of designing, use some arts, programming/coding but, suddenly a thought comes to my mind

“I know it is very hard & time consuming in creating a game so I think that I have to create my own GAME MAKER or somewhat a LEVEL EDITOR to create and manage my game contents, to reduce the time and stress in coding and coding of the game itself, and I also want to use that created editor for my future games to create”.

Well, my question is that:

  1. What are the informations I need or to learn to create such editor?
  2. What are the steps in creating the editor? I appreciate even such small, general/not expanded steps.
  3. Is the game size will become bigger if I use an editor than the game that didn’t use one?
  4. Do I have to mess with the compiler?

(I am somewhat confuse with these two)
5. How can I make the created game MADE with the editor DO its instructions sequentially?
6. How can I put assets/ resources (e.g. sprites) together so that the created game will have that file but not letting know the player see what the raw content is in that directory (e.g. use Photo Viewer to see what’s the resources look like or use Media Players to play the files).

  1. Lastly, What are the other concerns that I have to mind?

(Apology for some, but I always list my questions this way if I have many questions)

I listed my questions to avoid confusions and for future ones who has a question like this.

Thanks for taking the time to help me I appreciated every answer :D

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TheNut 179 Jan 07, 2013 at 16:55

The principle behind a level editor is to database your assets, place instances of those assets in a level, and provide scripting to perform logic. To write scripts, you must first construct the API for your game, which means you have to design your game first. Know what the inputs and outputs are and make them accessible by scripts. For example, read/write character health from a script, trigger an explosion effect, trigger a level modification effect (translate / rotate walls for instance), or trigger a cinematic sequence. These all constitute features of your underlying game engine that you must design first.

I would recommend you take a look at Blender 3D. It’s a general purpose 3D modelling tool, but can also be used as a level editor and more. As a standalone, you can use it directly with python (a scripting language) to create Blender games or like me just write a python script to export the data to a specific game file format that your engine will load. Other reasons for using Blender and reading up on its python API will give you a better idea how to organize your own game assets and incorporate scripting to perform logic. Also take a look at the Collada format since it’s organized in a similar way, but note that this is only a file format, not a system for executing games. Using Blender or similar tools as the basis for your editor will save you a lot of time from having to deal with the basics of writing your own level editor, which is very time consuming to develop.

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nightrobin 101 Jan 07, 2013 at 17:32

@TheNut

The principle behind a level editor is to database your assets, place instances of those assets in a level, and provide scripting to perform logic. To write scripts, you must first construct the API for your game, which means you have to design your game first. Know what the inputs and outputs are and make them accessible by scripts. For example, read/write character health from a script, trigger an explosion effect, trigger a level modification effect (translate / rotate walls for instance), or trigger a cinematic sequence. These all constitute features of your underlying game engine that you must design first. I would recommend you take a look at Blender 3D. It’s a general purpose 3D modelling tool, but can also be used as a level editor and more. As a standalone, you can use it directly with python (a scripting language) to create Blender games or like me just write a python script to export the data to a specific game file format that your engine will load. Other reasons for using Blender and reading up on its python API will give you a better idea how to organize your own game assets and incorporate scripting to perform logic. Also take a look at the Collada format since it’s organized in a similar way, but note that this is only a file format, not a system for executing games. Using Blender or similar tools as the basis for your editor will save you a lot of time from having to deal with the basics of writing your own level editor, which is very time consuming to develop.

Thank you Very Much! :)

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rouncer 103 Jan 07, 2013 at 18:42

what are you making anyway, 2d tile based?

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fireside 141 Jan 07, 2013 at 19:46

For me, a level editor is simply a map positioner, or that’s as complicated as I’ve gotten. I’ve used Blender for this purpose and also wrote a simple program where I could instance and move objects around and then record their positions as output, along with their names. I’ve seen some people use ascii maps, where the letters, etc, represent objects. They designed some really complex levels using that system. If you are working in 2d, there are some map making editors around that can be incorporated into games. There are some 3d editors around also, but I think with Blender around, something like that doesn’t make all that much sense. If you are doing anything in 3d and on a budget, Blender is the way to go. Kind of a high learning curve, but worth it. I worry about the editor after I have written the main portions of the game and I need to do levels. That’s the reason I only use it for positioning of objects.

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nightrobin 101 Jan 08, 2013 at 02:44

@rouncer

what are you making anyway, 2d tile based?

Yes, 2D Tile Based

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nightrobin 101 Jan 08, 2013 at 02:45

Thank you very much guys! I know I can count on you smile.png

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rouncer 103 Jan 08, 2013 at 10:58

Maybe you could try this?

http://www.mapeditor.org/

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Stainless 151 Jan 08, 2013 at 11:16

Game editors are really important when designing full scale games.

The game editor can do all sorts of useful stuff like bake light maps, calculate ambient occlusion, build AI path networks, bsp trees , all sorts of yummy stuff that makes the game run faster.

It can also compress all the assets, remove duplicate entries in string tables, filter textures, ……. the possibilities are endless… :wub: