Two things:
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What gets you through the level design process?
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Any tools you would recommend to help?
-Chandler Mayo [import]uid: 104852 topic_id: 22131 reply_id: 322131[/import]
Two things:
What gets you through the level design process?
Any tools you would recommend to help?
-Chandler Mayo [import]uid: 104852 topic_id: 22131 reply_id: 322131[/import]
Did you try Vladu Bogdan’s Level Helper?
There is the Inkscape based level designer from Albert (Karnak Games)
[import]uid: 3826 topic_id: 22131 reply_id: 87971[/import]
@Chandler Alfred’s SVG Level Builder for corona is excellent.
Sid [import]uid: 7475 topic_id: 22131 reply_id: 87975[/import]
After buying and trying it all (Alfred’s SVG Level Builder and Vladu Bogdan’s Level Helper). I resorted to Gumbo, which is a very simple drag-and-drop free application found here. Alfred’s SVG Builder is GREAT for bezier paths, Vladu Bogdan’s Level Helper is FANTASTIC for joints, and Gumbo is PERFECT for simple level creation. Don’t get me wrong, Alfred’s SVG Builder and Vladu Bogdan’s Level Helper are both amazing, I just found it difficult to develop the game I was creating with an XML-based file, which I could edit only through Inkscape or the Lever Helper app. Whereas Gumbo exports the code in lua, where I could control everything easily without headaches. Downside to Gumbo is the lack of options. [import]uid: 17138 topic_id: 22131 reply_id: 87978[/import]
Physics editor is the only thing I need.
SVG level builder is cool, but it’s been an on again, off again process with updates so I’ve left it alone. I plan on using it on my 4th title (still working on 1st one lol)
I find the mapping of complex physics objects insanely easy with physics editor, and the rest just pisses me off
ng [import]uid: 61600 topic_id: 22131 reply_id: 88000[/import]
@khaodik
That is interesting. I was under the impression that SVG Builder export codes in lua. So you mean to say that if I want to edit the code generated by SVG Level Builder, I would have to do it in Inkscape or the builder itself? I was interested in the product but you prompted me to have a closer look.
Sid [import]uid: 7475 topic_id: 22131 reply_id: 88238[/import]
I don’t use any special tools. I find it easier to work up a quick sketch on paper and then build my physics objects by hand (APIs). [import]uid: 36054 topic_id: 22131 reply_id: 88248[/import]
@Sid Yes, that’s correct. All editing for SVG is in Inkscape.
I use Tiled and EXPORT > LUA then just grab the tile data out of the level01.lua file and use my own hand-coded tile engine to add graphics and physics properties, etc [import]uid: 10389 topic_id: 22131 reply_id: 88503[/import]
@Sid btw: You cannot edit anything ‘in the builder’. You do all design in Inkscape and SVG is a few LUA files which can interpret the xml data created by Inkscape. [import]uid: 10389 topic_id: 22131 reply_id: 88504[/import]
@Waulok, thanks for clarifying it. I’ll have a closer look soon :).
@blasterv I’ll get there one day lol. Until then, I will need all the help I can get
Sid [import]uid: 7475 topic_id: 22131 reply_id: 88518[/import]
I mostly prefer to do all of the level design either by drawing on paper first or photoshop first to get a general look and feel to everything. Then I just build it all by code without using editors.
Although, when I do use an editor sometimes I really prefer Gumbo (http://www.nerderer.com/Gumbo/) over anything else I’ve tried. [import]uid: 69700 topic_id: 22131 reply_id: 88616[/import]
Wasn’t someone working on a level editor tool for photoshop some time ago? [import]uid: 13560 topic_id: 22131 reply_id: 88619[/import]
Doing things by hand for me would be nearly impossible, or would take years to do. Each of my levels deals with 10’s of THOUSANDS of vertices and shapes, which is why I use Physics editor.
I tried to one day do things by hand, I had 13 objects, and a 3 main features for a terrain.
Took me 4 days to map it out, at 5-6 hours a day. Physics editor took me…7 minutes.
For simple shapes, say a bucket or something, then it’s easy to whip out 3 rectangles like _/ and then make another shape that fits inside and make it a sensor, so things can go into it. I can do that in less than 10 minutes (if someone else is reading this, and you never did this, now you know it’s pretty damn easy!)
I try to balance doing things correctly vs speed and what my acceptance is. Fortunately, physics editor if you use vector based images and save to a high res and import into Physics editor, it’s very very accurate.
I think the level editors are ok. SVG Level editor is OK, it’s not a excellent product, it’s a good product. Same thing goes for level helper, it’s a good product but I think it has a purpose and I do like them a lot.
LIME on the other hand is a fantastic product, it’s got some performance issues but overall I really like this above all the other level editors. I’ve used Gumbo too, and I agree it’s really easy but it’s got some very limited features that I couldn’t deal with (I can’t remember what they were otherwise I’d list them).
But none of those are worth more to me than physics editor. Physics editor is quirky, it’s got weird issues. But Andreas has helped me out, and even put some “Not supported” features and hooked me up with some code modifications that allowed me to do things that it’s not currently doing. That’s kick ass to me.
Ahh, I realize I just ranted. Sorry about that, I shall leave what I wrote. It’s all true
[import]uid: 61600 topic_id: 22131 reply_id: 88824[/import]
these are very helpful piece of information for beginner with no previous programming experience like me(been in programming for 2 months).I was ready to do all the programming by patching modified piece of programms but i was and still, is in great fear of memory leaks wich is likely to happen with such a method .I was wondering also how do you check if there is any memory leak.Is it on the simulator or anywhere else? [import]uid: 21988 topic_id: 22131 reply_id: 88857[/import]
http://blog.anscamobile.com/2011/08/corona-sdk-memory-leak-prevention-101/
Peach has a script you can add to monitor memory usage on this page:
http://developer.anscamobile.com/forum/2011/12/09/how-can-i-make-my-app-load-faster [import]uid: 10389 topic_id: 22131 reply_id: 88929[/import]
@Waulok,thks a lot i’ll be checking those links and digest those piece of info.One more question are those tools like corona profiler helpful for beginner?I read some few comments on them but still wonder if it might be usefull for anybody who just have the basic in coding? [import]uid: 21988 topic_id: 22131 reply_id: 88963[/import]
I have no experience with it, but I’d say it’d be a good help if you are inexperienced with Lua. [import]uid: 10389 topic_id: 22131 reply_id: 88964[/import]
Hello Multimarty,
Profiler is very easy to use and we will respond to your questions as soon as we can. For instance, to get a 5 second performance report on your app all you have to do is this:
profiler = require "Profiler"
profiler.startProfiler();
This will help you narrow performance bottlenecks and help you determine what coding is fast and what isn’t. It will help you develop good coding practices by giving you instant performance feedback.
Please let us know if you have any further questions.
Thanks,
M.Y. Developers [import]uid: 55057 topic_id: 22131 reply_id: 89129[/import]
Hi…
Can someone be so kind of showing me a code or a .zip to do levels an example something simple level 1 to 2 I’m new and I’m so confuse about levels…I hear about programs to help but I want to learn with out programs help so…can someone be so kind
something really simple…or at least point where to search…
I thought display.Group() count do the trick but I guest not
Hope anyone could help soon
and also I’m using paint.net
[import]uid: 122701 topic_id: 22131 reply_id: 97447[/import]
For my personal uses, I designed my own custom level editor which runs as its own independent app with FTP capability so I can design my levels visually on the iPad from anywhere without a network connection, then save/load the data when I’m connected.
Before this, I tried LevelHelper, but I disliked it and even requested a refund (which could not be obtained). I respect the developer of this app, and all of the work he’s done on it, but it should be clarified that LevelHelper and SpriteHelper are designed for making a FULL GAME, not just designing levels for your in-progress game with its custom code. If you’re seeking a tool to simply “lay out” your levels with X/Y coordinates, use something like Gumbo.
For those who are “on the fence”, I should note that Ansca’s own level editor is upcoming, and will obviously work in conjunction with Corona. I don’t know when it’ll be complete, but from what I’ve seen it will be a comprehensive level design tool with images, physics, objects with variables and characteristics, etc. In other words, VERY capable.
Brent
[import]uid: 9747 topic_id: 22131 reply_id: 97454[/import]