• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
  • entries
  • comments
  • views

I need a level creator...

Sign in to follow this  
Followers 0


So I have been doing a lot of work on my game engine recently, and games that I am making with said engine. However, I am noticing the same flaw. There is no quick and easy way to visualise the level in game, with the new level, (which is either hard coded or loaded from an image). So I have started work on a level creator, with the specific aim to use it with my engine.

The features I plan on having are as follows:

[ ] Live Preview window
[ ] Tile Information
[ ] Code Generator
[X] SpriteSheet Loader
[-] Select and place tiles
[ ] Level Output

X = Done
- = Working on that at the moment.

There are probably more, but I cannot remember them for the moment smile.png

The reason I am adding a code generator, is because the act of adding in a new tile to my engine is quite repetitive. And loading these tiles is the same, repetitive. So to keep the repetition to a minimum I am adding the generator, so I can quickly and easily add more new content to my games.

Also, Some of you may wonder why I would need a live preview screen in a level editor. Well, I am going to have a 10*10 pixel represent each tile. I will use a colour for the pixel, based on the colours in the tile selected, to represent this pixel. This allows me to have a large area of the map shown at once, so the size of the tiles being used will have no difference to the representation. Then, to see the correct tiles loaded, the preview window will be used, and the relevant sprite for each tile will be displayed.

One final thing, which is a question to you guys. How would you store these maps? I am currently thinking of just storing them as a large image where 1 pixel is 1 tile, but was wondering if there was a more efficient way to do this.

Well, thats all for now! Thanks for reading!


Sign in to follow this  
Followers 0

1 Comment

If you are going for a bitmap you can use an image compression tecnique: whenever you have a sequence of same colored tiles instead of listing all identic information in your bitmap you can just use a special color working as an escape followed by the actual color and the number of times it repeats.
Thank you for writing ;)

Share this comment

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now