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Challenge: Level Editor


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#21 Bleed

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Posted 17 September 2011 - 03:26 PM

Wouldn't be a room/level editor if it couldn't save the levels, in VEditor it's called exporting to a .map file.
A VEditor .map file is nothing more than lines of instance_create() and tile_add() that way you can easily execute it from withing GameMaker.

Ohhhhh. When it said "room editor" and was compared to the built in room editor I asumed that it was an improved version of that. But can this thing SAVE the map variants? And also, I HAVE given this a lot of thought. I'm not very good at programming with the file_bin functions. I could make a basic editor where you create levels in a heartbeat. But I can't save and load those levels.


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#22 The Legend

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Posted 17 September 2011 - 04:01 PM

Cool! Thanks for the tip. I'll check
It out and download it.
EDIT: I'm not sure if u know what I mean by "level editor" I mean an in game map editor where the player can make and save their maps. This doesn't seem to be an in game map editor tool.

Edited by The Legend, 17 September 2011 - 04:09 PM.

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#23 Bleed

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Posted 17 September 2011 - 08:44 PM

How can it be an in-game level editor if not all games are identical. You have to program your game to work with VEditor not the other way around.
Ask a programmer to code a level editor for your supper-dupper "zelda-mario-pokemon-zombie shooter" rpg game, but don't expect it to work with a strategy game.


I'm not sure if u know what I mean by "level editor" I mean an in game map editor where the player can make and save their maps. This doesn't seem to be an in game map editor tool.


Edited by Bleed, 17 September 2011 - 08:51 PM.

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#24 Zesterer

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Posted 17 September 2011 - 09:20 PM

sorry, I made a really bad impression. But I'm not lying when I say I'm a wee bit young to be embarking on this task in the first place and am looking for some help until I can understand this more. I tried asking people for help, but they just were mean to me... So i tried to ask without seeming like a lazy programmer. I do know some GML but it's still difficult for me because I'm younger. I'm sorry for doing this whole challange thing. Thanks for setting me straight. But the request for a level editor is still out there for anyone who'd like to help me.


Ridiculous. There is no such thing as 'too young'. I just built a level editor that saves the level as a string (like freerider) and can create many shapes with different colors. And I'm not exactly 'old'.

Age is not a contributing factor unless you are about 5 and haven't even done simple mathematics. That's why we have books, manuals, instructions, and help files. To learn.
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#25 The Legend

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Posted 17 September 2011 - 10:18 PM

Age DOES matter. The younger you are, the less te your brain has had to develop. Making more complicated concepts harder to learn. That's why they don't teach first-graders algebra. GML is a complicated concept. I've been doing this for 3 years and I'm only starting to grasp some of GML and am workin on a fairly complicated game. I hesitate to tell you my age though for privacy reasons. Dont question my evidence either. I've showed his to practically everyone I know and not one of them has any idea how to work it. And I am rather smart for my age so if I am having some struggles you can bet your hater-tots (which you seem to have recently had) that most other kids ( yes, KIDS) my age wouldnt be able to make a ball bounce up and down. So just BACK OFF.
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#26 Zesterer

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Posted 18 September 2011 - 09:20 AM

I've been using GM for 2 1/5 years. I havnt been using it day and night either. I have just learnt quickly. The human brain is actually more capable of learning the younger you are, and you actually slightly more intelligent at the age of 2 than the age of 30.
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#27 Bleed

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Posted 18 September 2011 - 09:48 AM

Welcome to the GMC forums where they judge by experience and not by age, that's why you actually see "Novice and Intermediate Users" and "Advanced Forums"
not "Age 6-12" and "Age 12-64". People here will also try to explain to you things in a matter that you may understand if they feel your of a lower GML experience or will avoid answering altogether if they see you're overwhelming yourself from the start, to avoid any "drama" in the long run.
Take it easy and learn at your own pace, you'll get there eventually. Also to keep to the topic, there is no such thing as a level-editor extension, if you want something simple like saving and loading game related data, that's something else and easily done in GML. You program a level editor yourself because only you know your game mechanics and whats compatible with what.

Also... "slightly more intelligent at the age of 2 than the age of 30" ? You know, you should not always believe what you read in the teen magazines.

Edited by Bleed, 18 September 2011 - 09:57 AM.

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#28 The Legend

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Posted 18 September 2011 - 11:38 AM

I realize the whole novice and intermediate thing. Experience is Also a factor as well as age. And bleeds right, there is no way that a 2 year old is more intelligent than a 30 year-old. If that was true, we'd have everyone start school at age 2. And just curious, how old do you think I am?
As for the level editor thing. It can be done. You'd just have to take a flexible script used for a level editor, make into a D&D action where you would input all of the numbers and variables that you would need.

Edited by The Legend, 18 September 2011 - 11:40 AM.

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#29 Zesterer

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Posted 18 September 2011 - 12:59 PM

I realize the whole novice and intermediate thing. Experience is Also a factor as well as age. And bleeds right, there is no way that a 2 year old is more intelligent than a 30 year-old. If that was true, we'd have everyone start school at age 2. And just curious, how old do you think I am?
As for the level editor thing. It can be done. You'd just have to take a flexible script used for a level editor, make into a D&D action where you would input all of the numbers and variables that you would need.

Actually, that is wrong. Intelligence is a measure of brain processing power, not knowledge and understanding. A two year old brain has more potential to link brain neurone at a faster rate meaning that it has the potential power to calculate faster than the average 30 year old - if it knew what a calculation is... It's a weird concept, but has been scientifically proven...

Anyway, on-topic;

Experience is a major issue, yes, but your age doesn't affect how fast you can learn something. That is determined by the individual's personal desire to learn, and so you should look over the GM help file very carefully... I did that, and I am now alot better at gml programming.
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#30 creativebunch

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Posted 18 September 2011 - 06:30 PM

And just curious, how old do you think I am?

Judging from your posts and attitude, I'd say 12-14.

As for the level editor thing. It can be done. You'd just have to take a flexible script used for a level editor, make into a D&D action where you would input all of the numbers and variables that you would need.

I hate to break it to you (actually I don't) but I can't think of any level editor that uses one script to perform all required tasks, that statement is either troll or ignorance.

I am making an editor extension though for learning purposes, which when I'm done (could be a while) you can freely use in your games.

Though what Bleed has been telling you over and over again is completely correct. You are the one designing your game, only you know how it works so you can't just ask someone to make an editor for you to plug in when they have no idea of how your game works. There are many ways to design a level editor, you can use fake objects, a grid, arrays storing the positions, etc. You have even more possibilities for the saving/loading format.

You said earlier:

I could make a basic editor where you create levels in a heartbeat

If all you are having trouble with is saving and loading then take a look at examples on file functions to get an understanding of them, then look at level editor examples and see how people are saving and loading. Here are some examples you should look at (found by a simple search):
[1] [2] [3] [4]

You'll notice I put Bleed's editor in there. It is excellently made and is full of great features.

The number one thing to do when learning is experiment, if you don't understand how a function works just try it out, you will get results no matter what, when I needed to learn the file functions that's all I did and it didn't take long to figure them out :thumbsup:
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#31 The Legend

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Posted 18 September 2011 - 08:25 PM

Ok, I'll do that. Zesterer is actually helping me out though. But i'll still take a look at the file functions so that I can have them for future reference in the old noodle. Thanks for the links! As foar as my age, you are correct.

Edited by The Legend, 18 September 2011 - 08:25 PM.

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#32 ostadomid

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Posted 13 October 2011 - 12:41 PM

I hate to break it to you (actually I don't) but I can't think of any level editor that uses one script to perform all required tasks, that statement is either troll or ignorance.


I completely agree. You cant just ask for something as general as this. I have made a level editor for my own game which is a university project. Im just adding some features to the other aspects of my game but lemme tell you something, making level editor made my life a living hell. It took ages. and yes I used simple drag and drop but try doing it yourself and you will see what kind of problems will arise. Objects moving through each other while dragging will change to each other , multiple objects might be created because of mouse lag and such and many more problems. Thank god that my level editor is working perfectly atm. I will post my full game in a few days so that you could check it out ;) My project due is 6 days anyway so you wont have to wait too much ;)
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#33 The Legend

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Posted 13 October 2011 - 08:14 PM

K. Ummmm I'm onto other things so i should probably close this topic.
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#34 YellowAfterlife

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Posted 13 October 2011 - 08:56 PM

Just in case you still needed, long time ago I have made a very simple and flexible level editor example:
http://gmc.yoyogames...howtopic=470376
It is extremely easy to modify to suit specific game, and includes most of things that I like in modules of this kind.

Otherwise, I stick to opinion that level editor for specific game is best programmed from scratch, since in that case it can be done to include all needed features, without risk of accidentally breaking something apart.
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#35 The Legend

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Posted 13 October 2011 - 09:06 PM

Thanks! I'm glad I'll have that in my back pocket for future reference.
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