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Unity C# Map editor Grid Layout Question

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I'm making a map editor in C# 08 EE that will use SDL (written in C++) as the main power of game mechanics, physics, and AI. A 2d side scroller adventure game. I was wondering after reading some articles that steared me in both the right and wrong direction on various post on this site, and some google searches how would I create a viewable grid of 15x15 pixels in length of the map editor 600x300 in map dimensions? If you've ever viewed a CAD/CAM program where you can snap on/off the grid system this is how I would like the grid system for the game to be, but I'm lost on using and Image Place holder, or some other niffty .Net object I'm unfamiliar with as of now. However in my map editor the grids 15x15 will be the place holder, and dimensions of the sprites. I know I can use mappy or tilecreator (whatever it is), but I would like the exploration, and education of creating one myself, since I'm quite bored. I was also going to quickly give the community the design layout we've created for the map editor, and just see if we're headed in the right direction (one of many possible directions). The Level editor has all design aspects of the game, which controls the AI (by simply clicking and dragging nodes from position to position), physics (by setting gravity and friction of the game), placing characters, on screen and giving them a control system using joystick or keyboard, and all land, sky, and other level entities in a simple tree-view where all you do is click and drag, and change properties willingly. Add all sprites using a sprite crammer/binder where you simply import all sprites like flash imports objects for the Flash library. I was going to create some type of .rtf, txt, .xml file that would collect all data of this map, and when load all info into the actual game. The engine would simply read the file, and add objects as needed, manage scene, apply apropirate physics, etc... Am I designing this the correct way? It seems possible with data files that I've worked with before, loading/saving files, and then opening them up and having characters represent objects that you create instatanious on a fly, but then again I've never given myself a project of this magnitude before. The programming aspect of the game uses SDL SDL_image, SDL_ttf, SDL_mixer, SPriG for graphics, loading images, sfx, fonts, manipulating of images, and any other possible transformation you could do with an image. What I plan to achieve with this project, and to possibly solve the difficulties of using a map editor / programmers combined in one (not a simple game maker what's the challenge there?) but to mold and to ease the programmers jobs by creating advance tools for the level editors to have as much free-rome and imagination to the game as the see fit. I thought if they were the designers, level editors instead of designing the game, designing the level and bringing it to me I could cut out the ambiguious communications by creating a single tool with updated patches as needed that had a synchronized, correctly implemented blend with the game engine. Sorry it's too long, just figured I'd explain in detail what we're trying to accomplish, so I can post few post on this site. Any other tips, suggestions, questions, or comments please feel free to ask.

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Look at www.mimicprod.net, there's my current project of a retro gaming engine. There's an editor and a 2d side scrolling game as a sample.

All datas in the engine are stored in .bnk files (zip file actually) in xml format. Soon I'll post a description of the file format. Until I do, you can open .bnk wizip 7zip / Winzip and look at .xml files.

[Edited by - iliak on September 12, 2009 11:03:42 AM]

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