• 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
    6
  • comments
    3
  • views
    7559

More Progression with the level creator

Sign in to follow this  
Followers 0
Matthewj234

1115 views

Hey guys, in my last post I said my new priority was saving and loading maps. Well, now I have that ability smile.png

I managed to sort out a way to save and load maps smile.png There are two files produced when saving, a configuration file and the actual map. The config file stores things like:

  • Tile Information
  • Map Dimensions
  • Tile Set Information

    Basically everything needed to recreate the map without the actual map smile.png

    The other file, the map, is just a basic file, where the id of the tile is printed, and then a comma. That's it. Really high tech loading/saving here ;)

    However I was running into an issue with the loading of maps. When I create a map, save it, and then edit the tileset, the ID's of the tileset loaded would be out of sync, not good. To solve this, I load the config file, and then cycle through the tiles that have been loaded from the tileset. When there is a match, I update a 3rd list of tiles with that tile. All the tiles left over, I update the ID for and add to the list. This way there are no errors with the loaded ID.

    I also started working on a tool framework. This so far has been successful. Essentially, my tool class looks like this:

    [source lang="java"]package com.Sparked_Studios.Map_Creator.Components.Tools;

    import com.Sparked_Studios.Map_Creator.Creator.TileRef;

    public class Tool {

    public static Tool brush = new Brush();
    public static Tool floodFill = new FloodFill();

    public TileRef[][] doAction(TileRef[][] pixels, int xPos, int yPos, TileRef selectedTile) {
    return null;
    }

    public String toString(){
    return "Unknown tool";
    }
    }
    [/source]

    A nice basic class which has static references to the tools I add, and a toString method to identify the tool in the GUI.

    Then, this is my brush tool. This is the most commonly used tool, and at the moment, just changes the identity of the tile you click, or drag over.

    [source lang="java"]package com.Sparked_Studios.Map_Creator.Components.Tools;

    import com.Sparked_Studios.Map_Creator.Creator.TileRef;

    public class Brush extends Tool {
    public TileRef[][] doAction(TileRef[][] pixels, int xPos, int yPos, TileRef selectedTile) {
    pixels[xPos][yPos] = selectedTile;
    return pixels;
    }

    public String toString() {
    return "Brush";
    }
    }
    [/source]


    And then for example, my FloodFill tool. However you may note that there is a 5000 tile limit on the fill tool, to prevent stack overflows. There is probably a better way to do this, but I just wanted to get a quick tool made.

    [source lang="java"]package com.Sparked_Studios.Map_Creator.Components.Tools;

    import com.Sparked_Studios.Map_Creator.Creator.TileRef;

    public class FloodFill extends Tool {

    public TileRef[][] pixels;

    public int fillCounter = 0, maxFill = 5000;
    public boolean fillFlag = false;

    public TileRef[][] doAction(TileRef[][] level, int xPos, int yPos, TileRef selectedTile) {
    fillCounter = 0;
    fillFlag = false;

    this.pixels = level;

    int id = level[xPos][yPos].id;

    floodFill(xPos, yPos, id, selectedTile);
    return pixels;
    }

    public void floodFill(int xPos, int yPos, int toFill, TileRef fill) {
    if (fillFlag) return;
    if (fillCounter > maxFill) fillFlag = true;
    if (xPos < 0 || xPos >= pixels.length || yPos < 0 || yPos >= pixels[0].length) return;

    if (pixels[xPos][yPos].id == fill.id) return;

    if (pixels[xPos][yPos].id == toFill) {
    fillCounter++;
    pixels[xPos][yPos] = fill;

    floodFill(xPos - 1, yPos, toFill, fill);
    floodFill(xPos + 1, yPos, toFill, fill);
    floodFill(xPos, yPos - 1, toFill, fill);
    floodFill(xPos, yPos + 1, toFill, fill);
    }
    }

    public String toString() {
    return "Flood fill";
    }
    }[/source]

    I am also working on some other tools and a proper GUI for them. I am planning on having the Dynamic fill tool, which I will go into more detail with in a later post, the good old Eye dropper tool, to quickly select a new tile, and a few others, which again will be detailed in another post.

    The GUI I am planning is going to be something similar to paint programs, where you have the tools on a menu bar or panel, and click the one you want. Also, I am going to go for a frame based approach for things such as tile selection and tool selection, to keep the workspace uncluttered.

    Anyway, back to coding!

    Thanks for reading smile.png

0
Sign in to follow this  
Followers 0


0 Comments


There are no comments to display.

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