So i had this idea about making a unified level editor that should more or less satisfy most level designers and programmers altogether.
I started the project which is currently in a very early phase of development.
I was thinking about how object scripting would work and settled with a model similar to the unity engine. Currently each object can have update, onload and onclick functions.
As for the objects themselves, currently only rectangles, images and groups are supported.
You can check out the project on bitbucket:
https://bitbucket.org/FREEZX/l-ve2d-svg-level-editor
Tell me what you guys think.
Level editor using SVG files
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Re: Level editor using SVG files
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- monsieur_h
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- Posts: 69
- Joined: Tue Oct 30, 2012 4:43 pm
Re: Level editor using SVG files
Didn't know that svg files were in xml. Your idea is really interesting, I recently tried to have a good idea for a level editor, but did not find any.
I'll follow your progress closely. Do you intend to share the code eventually?
Also, in my opinion, this thread belongs to Project and Demos.
I'll follow your progress closely. Do you intend to share the code eventually?
Also, in my opinion, this thread belongs to Project and Demos.
Re: Level editor using SVG files
interesting. how much of svg are you planning to implement? months ago i considered writing a lib that would "compile" an svg document into a sequence of love.graphics functions... i thought svg tiny would be a good starting point until i realized the spec was over 400 pages lol
Re: Level editor using SVG files
The code is already available on bitbucket:
https://bitbucket.org/FREEZX/l-ve2d-svg-level-editor
I was thinking about implementing circles, polygons, and maybe arcs since that would cover most of the needed shapes. I do realise that there is a lot to SVG, so i'm not going to implement the whole thing. I think the Corona SDK also uses SVG files for levels.
What i'm trying to do is keep it flexible enough so you can do most things with it. Right now you can write onupdate, onload and onclick Lua code within the objects in the SVG file. Please do check the code as well as the example levels (Not much to them, but it is a proof of concept). If you have ever used Unity3d, the scripting should have a similar concept.
https://bitbucket.org/FREEZX/l-ve2d-svg-level-editor
I was thinking about implementing circles, polygons, and maybe arcs since that would cover most of the needed shapes. I do realise that there is a lot to SVG, so i'm not going to implement the whole thing. I think the Corona SDK also uses SVG files for levels.
What i'm trying to do is keep it flexible enough so you can do most things with it. Right now you can write onupdate, onload and onclick Lua code within the objects in the SVG file. Please do check the code as well as the example levels (Not much to them, but it is a proof of concept). If you have ever used Unity3d, the scripting should have a similar concept.
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