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How to make a MapEditor?

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Hi I think to working on a little 2D map editor! But I don't know how to begin? I only use vc++. How long times do I take to learn this? What knowledge must I Know? This MapEditor have 4 level. 1 level is map; 2 level is building; 3 level is object; 4 level is Data. Thanks!!!!

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It wouldn't take that long, but it all depends on how complex you want to make the editor..

try googling for mapeditors, or use the search function of these forums, you'll find your answers there..

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www.gametutorials.com has 6 nice tutorials on building a 2d map editor. Check it out.

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You might be better off attempting to build your own. If you actually plan it before building, you may be able to recognise many patterns that can be reused in the actual game engine. This leads to the possibility, and I emphasize possibility, that you may be able to edit the game whilst it is playing, which can be very useful.

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Quote:
Original post by oconnellseanm
www.gametutorials.com has 6 nice tutorials on building a 2d map editor. Check it out.


Yes, but i don't think he wants to pay ~$2.50 per tutorial (~$9 in all), as those tutorials are not among GT's few free tutorials.

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Hey that CD they sell there that helps you with C++ and Gaming Programming and stuff like that, do you think its worth buying or is it a scam or something? I would rather have a disk then get all kinds of books to start my coding process!

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I made several map editors myself before. One for a classic 2D tile-based RPG (aka Final Fantasy) which is quite complex.
And then now I'm making a map editor for a 3D adventure simulation game.

But making a map editor is quite easy. I use Visual Basic to make my map editors, all you have to do is create the GUI and all the code that goes to it, and then another piece of code that renders your game into another window.

If you have any questions, feel free to e-mail me or write me on this.

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Fokus on making the engine for your game.
But think about when you design it that you will use it for both your editor and the game/games.
If you create a good engine, the editor will be quite easy.

You should always load you engine into your editor, and if you'r in VC++, go for mfc.

/martin

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Quote:
Original post by Spartan 151
Hey that CD they sell there that helps you with C++ and Gaming Programming and stuff like that, do you think its worth buying or is it a scam or something? I would rather have a disk then get all kinds of books to start my coding process!


Actually I thought they were quiet good. They used to be all free, I have a few of them on my harddrive as we speak, but when I looked at the site and saw they now charge money... oh well...

I would recommend it, but I'm not so sure about spending 50 bucks. However, that cd would probably teach you faster than a book.

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I don't like the style. They use comments in cpp files to explain the theory, which in my eyes lacks reading pleasure and of course clear formatting. YOu'd be better off buying a book or just picking another tutorial site. IMHO.

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I have never programmed a map editor but I have spent hours using staredit/waredit . I would model my editor after in the same style.

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Yeah, some of GameTutorials are good tutorials but they are really crappy looking. I don't like the comments in source code tutorial type either.

If I were you I would go buy a book, maybe a href="http://www.gamedev.net/columns/books/bookdetails.asp?productid=422">Programming Role Playing Games. Or you could look here for some good information about 2D-tile based engines.

If I were you I would do what some are recommending and design/build the engine that your game will use first. After you have completed that, you will have a good start on making the actual map editor. All you'll have left is mainly data management for the editor like loading sprites and other level data like triggers. IF you have designed/built the engine well, then it will already have support for that so you won't have to code it into the editor. So pretty much, you just left with building a GUI that interfaces with the engine and saves off the maps into files. Pretty simple actually, but I bet you'll probably do even better.

Any ways, good luck on you project! And, if I may ask, would you drop me a line via email when you get-er all done please. I'd like to see your work if you wouldn't mind.

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Thank you again for your generous help.

digital_phantom,it is honor to get your instruction.

sakky,thanks for telling me some good information about 2D-tile based engines.

My english is poor,so I am sorry there maybe something wrong with my words.

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I took a look at that site selling the tutorial cd and you can find equivalent of those tutorials for free on various websites like nehe and others. Search the internet for open source tile map editors. I've seen couple out there. That editor on that cd might not be advanced enough to cover some stuff that comes later. Entity management, AI, sounds, etc. The easiest way to do one is to find source code of one and modify it to suit your needs. Maybe start a new one from scratch while taking ideas from other map editor.

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Guest Anonymous Poster
Quote:
Original post by schlinge
Fokus on making the engine for your game.
But think about when you design it that you will use it for both your editor and the game/games.
If you create a good engine, the editor will be quite easy.

You should always load you engine into your editor, and if you'r in VC++, go for mfc.
/martin

This is the best advice EVER. If you write a good game engine you should be able to take your DLLs and simply reuse them in your editor for the rendering and much more. I'm not sure how much this would apply for 2D editors though.

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