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Thread: Level Editor, why?

  1. #1
    Clicker Fusion 2.5
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    Level Editor, why?

    Hello. I'm unsure if this really counts as a tech support question, but hear me out.

    What's the reason for using level editors? As I understand it, you design a map and save it as a file, and when the level loads it loads from that file.
    But why is this better than manually placing the stuff? Doesn't it create longer loadtimes?

  2. #2
    Clicker Fusion 2.5 DeveloperiOS Export Module
    ChrisBurrows's Avatar
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    Without using a level editor, if you want multiple levels in your game, you either need to use a different frame for each level, in which case if you make a change in the code to one of them, you manually have to make the same change in every other frame, OR you use a single frame and put your different levels "next" to the other levels but make them inaccessible to your player.

    Also dragging thousands of objects around the level editor sucks.

  3. #3
    Clicker Fusion 2.5
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    Noted, but isn't there a limit to how large the frame can be?

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    Clicker Fusion 2.5 DeveloperiOS Export Module
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    Amongst other things, I'm working on a gta1 style driving game, it's 60000 by 60000.

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    Clicker Fusion 2.5
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    Ah. I'm kinda torn here, feels like it'd be complicated to have all levels created in this manner. Would you suggest using one?

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    Clickteam Clickteam
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    I strongly suggest creating a level editor for your game. Frames can be resized at runtime and the size limit is also higher at runtime than at edittime.
    Working as fast as I can on Fusion 3

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    Clicker Fusion 2.5
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    Alright, guess I'll give it a try

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    Clicker Fusion 2.5
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    Oh man, these level editors sure seem complicated. Noone of those I found can add to different layers either :/

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    You absolutely should make a level editor if your game is going to have a lot of levels. It would almost be stupid not to.

  10. #10
    Clicker Fusion 2.5
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    But how do you make one that handles layers? From what I've seen, grid data is stored in a file, but only one value can be stored. Would you need something that goes through each layer and fills it up or what?

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