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Online Level Editor : Progress
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So I decided to start an online level editor. I will post the progress of this as I work on it. This will include up-to-date features, planned features, screenshots, and any ideas you all have for it.
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Planned Features:
So if you have any ideas, go ahead! I also need some help with a few things. Right now I can load the tileobject files, but I don't know how to extract the tile information from what's in them. I'll also need some help with the more complicated things, such as bucket-filling(calculating what can be filled). Here's some screenshots. |
KuJi said:
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Few more features I suggest,
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Moondeath has already done a Online editor. But I'm not a huge fan of it.
I'm oldfashion even if someone did a good online editor. I would still use the offline one :) |
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As for the tileset thing... to be honest I don't know how to do this. I also don't know about the script editor... I might, but I think that's a bit out of my league. Also, thanks a ton for all the info guys, it really helps a lot. And I'm a big fan of the offline editor as well... but I don't see that getting any updates anymore, so I'm going to try to tailor this as close to the offline one as possible. |
I can eventually provide the current online level editor from Kingdoms Debug if you are going to improve that, so that we don't redo the work of each other. You can also contact Skyld for that I think.
I think it would be best to not support classic chests, baddies etc. anymore, and use npcs (putnpc2) for everything, make a new chest class or so. |
I was going to make an online editor myself, so I'd like to take a shot at that.
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I agree, I guess it is a bit fruitless to work on something already done, but at the same time it's a challenge for me, and a chance for me to have it the way I like it(as well as others who give input). I also agree I should probably remove the baddies/chests/NPCs bit.
I might change my mind when I see the Kingdoms editor though. Either way, a small update, predefined objects are completely done :) This is what I like the most about it because it incorporates offline editing into online editing. Also makes it easy for those who work with their tilesets offline to be able to continue working with their predefined objects online as well. Also proud because it's barely noticeable loading the data, even on my 500Mhz. Flood-filling is also done, as is setting your flood tile. (Ya, the screenshot doesn't show the right tiles, but only because there is a custom tileset in use, and no level with pics1.png). |
Hm, for me apparently, level.npcs seems to be empty clientside yet is correct serverside?
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Are these implemented?
as for the multiple tilesets you can just index the tile images and have the player set the tileset image to certain indexes. Then have a scroll bar with the tilest image name and use the tileset image the player has selected. |
Copying tiles that have been already layed - Not yet, but will be. I've already accomplished this offline so I know how to.
Copying and pasted slected tiles - Will be easily done. Copy, cut, and paste buttons - Also easily done. I'm going to add a toolbar to the top of the screen that has different tool buttons as well as the layer stuff. As for multiple tilesets, it would be possible to organize them, I'm just unsure how to actually implement them in addtiledefs. |
You can change the tileset of the level but not use more than one o.o
Thats what it sounds like you're trying to do. |
Oh when its done I am so gonna hug you untill you give it TO MEH
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Heres what I've done for my own Level Editor so far. Don't expect the script to be nice and pretty and super-efficient.
I just completed the multiple tile selection and pasting into the level in its most basic form. Also it joins util_triggercontrol, which can be found here: http://forums.graalonline.com/forums....php?p=1354520 |
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Then I could finally leave Windows 4 good, and go to Mac for developing! |
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but its nice and a good start ;) |
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must be in server options |
So I've got a question.
I figure the best way to save levels(thus, using a button), would be to manually change the data in the .nw file text-wise. I want to be able to show changes made by tiles, but change tiles[x,y] and updating board has some problems... mainly cut bush tiles and such make bushes appear. How to circumvent this, without using images? |
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What I did when messing around making one was update the board and tiles on clientside, and keep an array of the changes, and then if they hit "save" then it triggers the server with the array, which just uses updateboard and changing the tiles. Also had an option that immediately triggers the server as well.
If I can get Jave to fix my IP I can post some code. |
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Yeah, only way to do it is through editing the file :( |
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