@Yves
Is this beta available?
I noticed that the event list editor stopped working as well now, so I'm kind of locked from continuing my project.
Not yet, sorry. We're trying to release it this week.
Okay, thats great! Really looking forward to that!![]()
agreed.. I can't imagine having thousands of objects to contend with in the event editor >_<
my project is tightly packaged, where for example, every enemy sprite/animation is embedded in one active object that just loads different animations/values/stats for different enemies.. the player can have 50+ different weapons, they all share the same object, I just use alterable values to modify things like stats/effects/animation speed etc.
See below, my entire project which is a fairly fully featured action RPG, has hardly any objects at all. It makes dealing with the event editor 1000x more enjoyable.
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I didn't even know that creating your own level editor was a thing that "should" be done until just some months ago. Earlier I just went with the built in frame editor and created every level in it's own frame which was then saved to an array.
Creating a level editor right now (in the last stages before my 1.0 release) feels like putting my project on hold while starting a whole new project, which will also take an enormous amount of time. I will also have to recreate every single level that I have built earlier in the frame editor which isn't really anything that I look forward to. But I guess I will have to do it anyway later on.
I will probably aim to create something like a Super Mario Maker editor which also allows players to create their levels while I'm at it.
I was in the same boat for a while. There had been some demand to build a level editor for our game, but it wasn't something I was really keen on doing until one of the programmers we were mentoring was like "This needs a level editor," so I was like "uggghhhh fine." I thought it'd be a nightmare but I had a featured enough version by the end of the weekend to build all the content we already had (albeit a bit slowly compared to how long it would take now a year and a half later).
One thing to keep in mind when you're creating a consumer-focused level editor is that players are going to find bugs you never even know existed until you opened up content generation. Always remember that you're comfortable working within your own limitations, but nobody else will ever honor them.