Level editor that uses MMF2's frame editor

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  • I posted this in the File Archives. I know people ask about level editors sometimes, so I provided my own example. The great thing about this is that you don't have to build your own layout interface. Just simply drag and drop objects like normal in MMF2's frame editor, then run the application to build the level. The example is fully working with both saving and loading.

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  • Uploaded a new version (build 1.1) which is a big improvement. I changed it so that when you load the level, instead of creating active objects to be pasted as tiles, it now uses one active object's animations for the tiles instead.

    Edited once, last by Shawn (May 23, 2013 at 11:00 PM).

  • Nice work. But may I ask what is the difference between building levels this method here, and the default way of just building the maps on their own frame without the INI+?

    Is this way supposed to load the level frame on to the game engine frame or something? I'd imagine just copy/paste the game engine frame (once finished), and just change the level design for each frame. :-/

  • It's the same thing you'd do with any level editor you'd make. This is just a different way to make one. One of the reasons people make level editors is so you can just load the game into one frame, which means if you have any bugs to fix, you don't have to go through a bunch of different frames fixing those events in each one. The loading portion of this editor is what you'd actually have in your game, not the frame where you construct the level. The only thing your actual game is interacting with is the ini files made.

    I'm hoping MMF3 makes it so that the level frames aren't tied to the events so making a level editor isn't even necessary anymore. At that point, the only reason to make a level editor then would be so players can make their own levels. You can work around it somewhat with behaviors, but the regular event editor works better than the behavior editor as it currently is.

  • The benefit to loading a level in one frame increases with the size of your game. If you have a game that's 10 frames it's not a big deal. But if I had a game with 100 levels, I'd hate to go through each frame adjusting events, even if it was just copying and pasting a fix.

    Current build of the editor is now 1.3

  • Quote

    I'm hoping MMF3 makes it so that the level frames aren't tied to the events so making a level editor isn't even necessary anymore. At that point, the only reason to make a level editor then would be so players can make their own levels.


    An additional good reason right now for having a level editor is control over scale/angle/transparency/values of instances rather than just objects. Then, of course, I hope they'll improve that in MMF3 as well :)

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