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Submitted by Mikael Tillander, posted on March 20, 2005

Image Description, by Mikael Tillander

Here's a few shots of my one year old 2D game creator/editor, which I use to create mobile phone games with. I've used it for 13 games this past year, including platform games and vertical and horizontal shmups. I'm writing this because a version 2 of the editor package, and the engine for it, is being designed at the moment, and I'd like some suggestions and comments on parts of it. As you can see in these shots, the editors were made before I knew exactly how to use the Layouts in Java. :) Apart from what is shown in these shots, there is editors for creating maps, doing text boxes, for converting between different screen sizes and a general game properties editor.

The top picture is of the Object Editor. This is where you set the properties for all of the objects that should be in the game, objects like enemies, main bullets, enemy bullets, pickups etc. Properties include object type, collision type, what image and animations to use, background collision types and gravity settings. The new version of it will be a bit more complex than this and some parts of it will get their own editors.

The middle picture is of the Script Editor (scripts for object behaviour to be exact). Here you design (or rather implement) the object movement and behaviour using a few predefined commands together with a value, 8-bit assembler syntax. :)

The last picture is of the Adder Editor. And here's where I need your help with the new version of it. As it is now the engine can add (activate) objects into the world in three different ways:
  • Chart Based: When the screen (camera) reaches the start-position of the object.
  • Time Based: When the elapsed game time matches that of the object-appearing time.
  • Event Based: If a object script or the camera script activates a event, objects appears at their start positions. For each object to be added you specify what object, what behaviour script to use, the direction of the object and its position.
  • There is a fourth way an object can get activated and that is by another object (depending on what happens to the object, if it gets killed for instance). But this is handled by the object editor.

    So, my question for you all is, is there another way of adding objects into the world? Something really clever that everyone else is using except for me?


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    March 20, 2005, 03:08 PM

    Stat based?

    Depending on the stats of the player, a different item will be spawned in. This will allow you to add treasure depending on the character's level, monsters based on it's combat abilities, etc.

    It also means that characters with high combat and low magic won't get a supidly powerful magic wand they can't use :).


    March 20, 2005, 04:07 PM

    maybe a waypoint editor for enemies (or allies) so you can predefine paths for agents or important strategical point. this would allow an enemy to patrol an area for example, stopping at a certain waypoint to smoke a cigarette or use a binocular to scan an certain area :). an agent could also be triggered to go to a certain waypoint to snipe for instance.

    another cool feature would be grouped AI (if this is within the scope of your editor), so a squad of enemies will be commanded by a captain. this would allow for complex squad based tactics. if the captain dies the squad will be helpless :)

    i dont know if both of the above features are already possible through your scripting, but i think they're cool anyway :p keep up the good work!


    March 21, 2005, 01:21 AM

    This makes me wonder if you've ever implemented any of the features you're talking about here...
    If you have, how did you get the idea they would be usefull in a mobile game?


    March 21, 2005, 08:15 AM

    haven't implemented anything of the above, just thought it would be cool :) anyway, they're just some crazy ideas... waypointing should be possible though (squad based AI is a bit out of scope, i was probably drunk)


    March 21, 2005, 09:58 AM

    I think they're great ideas. Thanks!
    The implementation for the squad AI doesn't have to be very complicated to get sufficient results.

    I already have master/slave processes up and running so just adding a few variables to the slave objects would make this possible.

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