• 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.
Sign in to follow this  
Followers 0

Difficulty in Creating own Game Editor

6 posts in this topic

Good Day Guys!
I am trying to create a game,in the process of designing, use some arts, programming/coding but, suddenly a thought comes to my mind
" I know it is very hard & time consuming in creating a game so I think that I have to create my own GAME MAKER or somewhat a LEVEL EDITOR to create and manage my game contents, to reduce the time and stress in coding and coding of the game itself, and I also want to use that created editor for my future games to create". 
Well, my question is that:
1. What are the informations I need or to learn to create such editor?
2. What are the steps in creating the editor? I appreciate even such small, general/not expanded steps.
3. Is the game size will become bigger if I use an editor than the game that didn't use one?
4. Do I have to mess with the compiler?
(I am somewhat confuse with these two)
5. How can I make the created game MADE with the editor DO its instructions sequentially?
6. How can I put assets/ resources (e.g. sprites) together so that the created game will have that file but not letting know the player see what the raw content is in that directory (e.g. use Photo Viewer to see what's the resources look like or use Media Players to play the files).
7. Lastly, What are the other concerns that I have to mind?
(Apology for some, but I always list my questions this way if I have many questions)
I listed my questions to avoid confusions and for future ones who has a question like this.
Thanks for taking the time to help me I appreciated every answer :D

Share this post

Link to post
Share on other sites

If you think coding a game is hard... Coding a game making tool is often much harder (or certainly less fun) unfortunately.


Perhaps instead modify other tools (such as GtkRadiant) to do your bidding for you. Perhaps even tailor your game's code to be able to read assets given out by existing editors (even though it may not be an ideal format).


I often reimplement closed source tools so I can use them on UNIX... and speaking from experience, developing tools is as boring as sin!


There is a reason why the internal tools at a game development company are so flakey... It is because no-one wants to spend time fixing them lol.


Share this post

Link to post
Share on other sites

When making your game editor try to reuse as much code that makes sense. The core of your game should be the core of your editor, do the design well enough and your editor could allow you to play sections of your level right in the editor. With a lot of code overlap you will have a lot less code you need to write. Now to address some of your questions.

  • Having a easy to use interface is important. Try to keep things simple and flexible. If any part of your editor is difficult to use think of ways to improve its use
  • In the editors I have built I start with getting the editor to draw a game scene (with mostly the same code used in the actual game), then work on adding the menus and buttons used to add objects to the scene, get the scene to save, get the scene to load, then proceed to add additional menus and tools used to manipulate the scene as needed. You may have to jump between these steps as some features may add new data that needs to be saved and loaded.
  • Probably will be bigger but the media content to your game will far outweigh the size increase an editor will add
  • I am not sure if I understand the question but your editor wont have to use the compiler. If you want to be able control game logic with your editor then I would use a scripting language, my personal preference is lua
  • Are you talking about being able to add game logic and game flow, such as menus, using the editor? A good way to control transitioning from one piece of the game to the next is to break up the game into scenes. Each scene is edited separately and you can add transition points, for example. If the player passes through section X of your map, transition to scene Y. I also would not recommend trying to allow every aspect of your game, such as menus or in game huds, to be edited with the editor. A game editor should speed up the production of a game, not complicate it.
  • There is no way to lock your resources entirely. The best you can do is make it hard enough that it wont be worth it to the average person. You could also package your resources in some custom file format, unencrypted. It could be as simple as a short header with some file information followed by the data from the image file. Somebody could still figure out your format, but most people wont.
  • Don't try to do too much right away. You may have to sacrifice features you want to allow you to complete the project. Start simple, get things working, then expand your game with features later. You shouldn't, for example, be adding particle effects, cool animations, and cutscenes until you have your map, basic character movement, and object interaction done.

And a simple suggestion when you start adding different tools to your editor is to create a separate class for each tool. You should have a tool base class that all of the other tools extend. A simple example could look something like this.

abstract class Tool
public MouseDown(Point position, ButtonState buttonState);
public MouseMove(Point position, ButtonState buttonState);
public KeyDown(KeyCode keyCode);
/// any other methods a tool should need

class TileTool extends Tool
/// here you have the code for drawing tiles and such

class GameObjectTool
/// here you have the code for adding, removing, and modifying objects in a scene

This makes it easy to change tools and will allow to add additional tools to your editor as needed

Edited by HappyCoder

Share this post

Link to post
Share on other sites

[quote name='jwezorek' timestamp='1357583561' post='5018669']
Use zip files but with a different extension than .zip


I like that idea. This is probably the most effort you should put into avoiding reverse-engineering.


Alternatively, just use.png files but call them .zzz or something.


Share this post

Link to post
Share on other sites

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
Sign in to follow this  
Followers 0