A new game editor
Posted: Sun Mar 16, 2014 11:40 pm
Hi everyone,
I'm working on an editor for creating game resources like sprites, tilesets, and maps. The goal is to let the user create resources in a format that's general enough to be used with any game engine but also have features that are common and useful enough, such as tile-transitions, that it handles them separately. I know there are similar editors out there like Tiled, but there'll be enough differences with this editor to still justify making it. With that said, I'm doing this for personal reasons as well: to learn how to create GUIs, and to create an editor I have full control over.
Dialog to create a new file.
I started with the tileset editor, which allows you to assign properties/values to each tile. There are also "tags", or boolean variables, that you can set for each tile. Tags make it easy to set commonly used booleans to many tiles, i.e. whether a tile is "blocked" or not.
Tile properties editor.
Tile tags editor.
That's all I have done so far - it's not much, but I wanted to see what people thought. I plan on adding editors for maps, sprites, and animations.
One of the goals for the map editor is to handle tile-transitions with no hassle, like in RPG Maker. This is a well-known problem with various solutions:
http://playtechs.blogspot.se/2007/04/ti ... n-tip.html
http://archive.gamedev.net/archive/refe ... le934.html
http://www.saltgames.com/2010/a-bitwise ... g-tilemaps
I wanted to get your opinion on the what you think is the best way to implement tile-transitions. The links above suggest generating transition-tiles for each configuration of neighboring tiles, which I would prefer to avoid. There is another solution (that I'm sure has been talked about) that involves breaking each tile into 4 subtiles and combining them to form any transition-tile. For example, if the original tiles are 16 x 16 pixels, the modified tileset will now have 4 times as many tiles that are 8 x 8 pixels. The user will still edit the map using the original-size tiles, but behind the scenes the editor will work with sets of 4 tiles. I'm not sure how RPG Maker handles it internally. For those of you who've worked with the program, the format of the transition tiles in the tileset image is:
which, if you look closely, actually only has 5 tiles worth of unique information:
This is currently the way I plan on implementing transition tiles in the map editor. The user selects a set of 5 "basis" tiles that will be split and combined as necessary to generate smooth transitions. This may push the map engine harder since it now has to render 4 times as many tiles (even though the tiles are smaller), but I think the tradeoff of not having to generate extra tiles is worth it.
I'll update the topic from time to time as progress is made. In the mean time, let me know what you think.
I'm working on an editor for creating game resources like sprites, tilesets, and maps. The goal is to let the user create resources in a format that's general enough to be used with any game engine but also have features that are common and useful enough, such as tile-transitions, that it handles them separately. I know there are similar editors out there like Tiled, but there'll be enough differences with this editor to still justify making it. With that said, I'm doing this for personal reasons as well: to learn how to create GUIs, and to create an editor I have full control over.
Dialog to create a new file.
I started with the tileset editor, which allows you to assign properties/values to each tile. There are also "tags", or boolean variables, that you can set for each tile. Tags make it easy to set commonly used booleans to many tiles, i.e. whether a tile is "blocked" or not.
Tile properties editor.
Tile tags editor.
That's all I have done so far - it's not much, but I wanted to see what people thought. I plan on adding editors for maps, sprites, and animations.
One of the goals for the map editor is to handle tile-transitions with no hassle, like in RPG Maker. This is a well-known problem with various solutions:
http://playtechs.blogspot.se/2007/04/ti ... n-tip.html
http://archive.gamedev.net/archive/refe ... le934.html
http://www.saltgames.com/2010/a-bitwise ... g-tilemaps
I wanted to get your opinion on the what you think is the best way to implement tile-transitions. The links above suggest generating transition-tiles for each configuration of neighboring tiles, which I would prefer to avoid. There is another solution (that I'm sure has been talked about) that involves breaking each tile into 4 subtiles and combining them to form any transition-tile. For example, if the original tiles are 16 x 16 pixels, the modified tileset will now have 4 times as many tiles that are 8 x 8 pixels. The user will still edit the map using the original-size tiles, but behind the scenes the editor will work with sets of 4 tiles. I'm not sure how RPG Maker handles it internally. For those of you who've worked with the program, the format of the transition tiles in the tileset image is:
which, if you look closely, actually only has 5 tiles worth of unique information:
This is currently the way I plan on implementing transition tiles in the map editor. The user selects a set of 5 "basis" tiles that will be split and combined as necessary to generate smooth transitions. This may push the map engine harder since it now has to render 4 times as many tiles (even though the tiles are smaller), but I think the tradeoff of not having to generate extra tiles is worth it.
I'll update the topic from time to time as progress is made. In the mean time, let me know what you think.