from your original post, it sounds like your building a game (perhaps as a hobby), and are now working on a level editor.
just get something working as quickly and easily as possible. if possible, use third party tools and / or code to save work and time.
if you plan to release and include the editor, then you can worry about polishing it up.
a built in editor is nice. a stand alone generic editor in a linkable module is even nicer. you can just plop it into all your games, and they ALL have a built-in editor.
editors are basically just glorified paint programs (or 3d modeling programs for 3d level editors). draw the screen, left click = draw with current tool. click on buttons or menu picks or right click to change tools, save, etc.
Does picking a very-high level programming language helps with development of a custom level editor?
whatever can do the job, runs fast enough, and takes the least time to learn and implement. that's the language / tool to use. pretty much for all cases, and for all things related to game development. this of course does not factor money (costs) into the equation.
Even though my project is very small, the most I can do is creating GUI for the level editor. I wasn't able to implement the editing features I had in mind.
all you need is the ability to clear the screen, draw a tile, and draw text. the only GUI components most games need is a popup menu (doubles as message dialog), and a text entry dialog. everything else is usually some complex game specific custom screen (made simply by clearing the screen, drawing tiles, and drawing text).
its nice when the gui components of a game have a look and feel custom designed for the game.
so one of the first things i do is write menu() and getstring() routines for the game. the code is always the same, except for how they are displayed. that gives me ready to go gui components in the game for use with a built-in editor. my stand alone linkable 3d modeler and animation editor module uses generic menu() and getstring() routines from the low level game library used by the modeler and all the games.
at least it gives me an idea on what I should be doing, rather than what I could add to enhance the editing experience.
are you building games, or editors? Better a cool game with a rough editor than a rough game with a cool editor.
i heard of one guy who spent 3 years building the game engine and world editor, and then used the editor one time, for about 3 days, to build the game world.
Edited by Norman Barrows, 17 April 2014 - 12:37 PM.