Level Director - Level creation tool for windows

Hey,

I have a question about the sprite sheet animations created in Level Director. After a sprite sheet animation is created, lets say I had made a animation of a character walking and then another of him dying, how do I switch between the 2 animation within my code?

I couldn’t seem to find any code like this in the examples

Thanks,

Hi,

I have created a very simple example which demonstrates how to change the animation sequences;

Download here : http://bit.ly/1jBiIVL

I will also add this to the shipped examples.

Let me know if you have any questions.

Hey thanks a million! 

That worked out great for what I needed it for.

Cheers! 

Do you know of any examples of using level director with lots of different levels and integrating with corona storyboard

Hi,

I created this quick example using storyboard so it has had minimal testing;

http://www.retrofitproductions.com/wp-content/uploads/2013/10/Storyboard.rar

Note: I had to modify the Config.lua and LD_helper files to accommodate the storyboard view.

Graphics 2.0 - in case you had not spotted it, there is a LD v2.4 Beta release mentioned in this post;

http://forums.coronalabs.com/topic/40636-graphics-20export-templates/?p=212840

It supports AnchorX and Y for people using the new Daily Builds with Graphics 2.0.

Level Director v2.4 Released with support for Graphics 2.0 Engine ( http://www.retrofitproductions.com/level-director)

 

•Fix: Resolved issue with PhysicsEditor imported items for European regions where dots and commas are swapped, it would cause the physics editor window to crash.
•New: Graphics2.0 – Default AnchorX and Y properties added to tools->options and associated to each project.
•New: Graphics2.0 – AnchorX and Y added to Assets and defaulted from project defaults (above).
•New: Graphics2.0 – AnchorX and Y added to objects and defaults to assoicated asset values (above).
•New: Graphics2.0 – Flag added to tools->options to specify if a project is Graphics2.0 enabled. If set then coordinates are calculated based on the anchor values
•New: LD_HelperG2.lua, LD_LoaderG2.lua and Corona_templateG2.lua files created to work with Graphics2.0 projects only.
•New: %LEVEL%.AnchorX and Y added to export the default anchor values.
•New: %ASSET%.AnchorX and Y added to export anchor values for an asset.
•New: %OBJECT%.AnchorX and Y added to export anchor values for an object.
•New: G2Test example project added to test the new modules (above) work with the Graphics2.0 builds of Corona.
•New: Click scroll wheel and move mouse (not drag) to scroll canvas in that direction.
•Fix: Auto load last level fixed.
•New: A simple Storyboard example project added.
•New: Allowed Physics to be imported from PhysicsEditor and applied to non imagesheet assets.
•New: Polygon shape object added. Size a container then start plotting points. Supports texture fills.
•New: Rectangles and Circle object now support texture fill when in Graphics 2.0 (G2) mode.
•New: Anchor point indicator now shows on selected object (G2 mode).
•New: When plotting points (polygons, paths etc) the last point is shown in a different colour.
•New: Points (polygons, paths etc) are only drawn when object is selected.
•New: WireFrame property added to level and %LEVEL%.WireFrame export tag created.
•New: %OBJECT%.FillType added to export, 0 = Colour, 1= Texture from Image, 2 = Texture from ImageSheet
•New: %OBJECT%.FillAssetName added to export to determine the asset in which to get the fill image
•New: %OBJECT%.FillFrame added to export and used in conjunction with imagesheet tp specifiy the frame.
•New: %OBJECT%.StrokeColorA added to provide the alpha element.
•New: %OBJECT%.FillColorA added to provide the alpha element.
•NOTE: Only the G2Test example was created to work with the Graphics 2.0 build of Corona SDK, the other examples will need a pre G2 build of Corona or be exported and converted to work in G2 mode.

Hi,

your examples do not work with the new Corona SDK, because they use the sprite.lua file (Library) which is not longer supported.

Thomas

Hi, yes you’re right the original examples are still based on the older builds of Corona but the G2Test example is not and uses the new G2 versions of the helper files.

It is difficult as people are still using the old trusty builds before G2 settles down, and I don’t blame them.

The examples should be easily converted by marking them as Graphics2.0 enabled and using the G2 versions of the helper lua files.

If there are any you need help with then please let me know and I’ll convert them for you and in time I will convert them all.

…actually by commenting out the 'require “sprite” line will probably fix it as you’ll notice in LD_Helper.lua it has a switch to use the old and new, and the new method is the default.

LD\_Helper.useSpriteSheets = true -- use old (false) or new method for spritesheets  

Thanks a lot for your fast reply and help.

The G2 demo is working fine in the simulator. But i think Graphics 2.0 (or especially the type of licence which was introduced with G2) will bring some more troubles because of the so called “premium features”

i have only the Starter licence and now i get the following warings in the Simulator:

WARNING: object.path is a premium graphics feature that requires a Pro (or highe
r) subscription.

The same for object.fill.

Perhaps you also have to provide different templates for Pro and Starter users :-)

Kind regards,

Thomas

I wasn’t really aware of the new limitations they have introduced between the different licences so i think different versions are a great idea.

In the mean time feel free to make a copy and tailor it to your needs.

Hey,

I have a question about the sprite sheet animations created in Level Director. After a sprite sheet animation is created, lets say I had made a animation of a character walking and then another of him dying, how do I switch between the 2 animation within my code?

I couldn’t seem to find any code like this in the examples

Thanks,

Hi,

I have created a very simple example which demonstrates how to change the animation sequences;

Download here : http://bit.ly/1jBiIVL

I will also add this to the shipped examples.

Let me know if you have any questions.

Hey thanks a million! 

That worked out great for what I needed it for.

Cheers! 

Level Director v2.5 now released (http://www.retrofitproductions.com/level-director/)

This release sees some really useful UI changes and further support for Graphics2.0 and Storyboard, including a new Button object.

•Fix: Resolved error when objects removed from a TexturePacker spritesheet.
•Fix: Delete asset fixed so it deletes linked objects across all layers.
•New: Duplicate CTRL+Arrow key now works when multiple items are selected.
•New: Duplicate level button added to make an exact copy of the current level.
•New: Multi-Select/Deselect now possible when clicking objects in conjunction with the CTRL key.
•Fix: Now correctly checks the Asset ‘Export’ property, so assets will only be exported if true, please check your assets!
•Fix: LD_HelperG2.lua fixed to set anchor values for lines when drawing paths.
•Fix: Anchor values exported correctly for European countries where dots and commas are swapped.
•New: setLayerVisible(layerName) function added to LD_LoaderG2.lua so hide/show a layer.
•Fix: isVisible property is now exported correctly for objects.
•Fix: Fixed issue when manually typing in x,y coords, it would not take into account anchor values.
•New: Image objects now store ‘assetName’ when exported which can be accessed later.
•New: Export status has been improved to show progress when exporting large levels.
•New: Export folder is now converted to a relative path.
•Fix: Corona_TemplateG2, LD_LoaderG2 and LD_HelperG2 modified to work correctly with storyboard. Level and Layer display objects now moved to ‘view’ property so please be aware if using the getLayer() method as you will need to add ‘.view’.
•Fix: removeLevel() method improved to clean up variables and objects.
•AssetTest, Joints, Pong, V2Demo, Example1, PEDemo, BezierPhysics and PottyBird examples converted to Graphics 2.0.
•New: Button display object added which uses TextureFill of Graphics2.0
•New: Asset group collapsible status is now stored on the level so it remembers it when reloaded.
•New: Send to Back/Front now works for multiple objects.
•Fix: Bezier and Path Physics in LD_HelperG2.lua fixed to work with Graphics2.0.

Level Director v2.6 Released  (http://www.retrofitproductions.com/level-director/)

  • Fix: FollowPath reference fixed for copied objects.
  • New: Duplicate Layer button added to make a copy of the selected layer.
  • New: Support for ShoeBox sprite sheets added (use Sparrow xml export). 
  • Fix: Asset User Properties now copied down to object.
  • Fix: When copying levels, layers and objects user properties were not copied correctly.
  • New: CTRL+A will select all objects on the current layer.
  • Fix: Button hidden if project is not Graphics2.0 enabled.

Level Director v2.5 now released (http://www.retrofitproductions.com/level-director/)

This release sees some really useful UI changes and further support for Graphics2.0 and Storyboard, including a new Button object.

•Fix: Resolved error when objects removed from a TexturePacker spritesheet.
•Fix: Delete asset fixed so it deletes linked objects across all layers.
•New: Duplicate CTRL+Arrow key now works when multiple items are selected.
•New: Duplicate level button added to make an exact copy of the current level.
•New: Multi-Select/Deselect now possible when clicking objects in conjunction with the CTRL key.
•Fix: Now correctly checks the Asset ‘Export’ property, so assets will only be exported if true, please check your assets!
•Fix: LD_HelperG2.lua fixed to set anchor values for lines when drawing paths.
•Fix: Anchor values exported correctly for European countries where dots and commas are swapped.
•New: setLayerVisible(layerName) function added to LD_LoaderG2.lua so hide/show a layer.
•Fix: isVisible property is now exported correctly for objects.
•Fix: Fixed issue when manually typing in x,y coords, it would not take into account anchor values.
•New: Image objects now store ‘assetName’ when exported which can be accessed later.
•New: Export status has been improved to show progress when exporting large levels.
•New: Export folder is now converted to a relative path.
•Fix: Corona_TemplateG2, LD_LoaderG2 and LD_HelperG2 modified to work correctly with storyboard. Level and Layer display objects now moved to ‘view’ property so please be aware if using the getLayer() method as you will need to add ‘.view’.
•Fix: removeLevel() method improved to clean up variables and objects.
•AssetTest, Joints, Pong, V2Demo, Example1, PEDemo, BezierPhysics and PottyBird examples converted to Graphics 2.0.
•New: Button display object added which uses TextureFill of Graphics2.0
•New: Asset group collapsible status is now stored on the level so it remembers it when reloaded.
•New: Send to Back/Front now works for multiple objects.
•Fix: Bezier and Path Physics in LD_HelperG2.lua fixed to work with Graphics2.0.

Level Director v2.6 Released  (http://www.retrofitproductions.com/level-director/)

  • Fix: FollowPath reference fixed for copied objects.
  • New: Duplicate Layer button added to make a copy of the selected layer.
  • New: Support for ShoeBox sprite sheets added (use Sparrow xml export). 
  • Fix: Asset User Properties now copied down to object.
  • Fix: When copying levels, layers and objects user properties were not copied correctly.
  • New: CTRL+A will select all objects on the current layer.
  • Fix: Button hidden if project is not Graphics2.0 enabled.

Level Director v2.7 Released   (http://www.retrofitproductions.com/level-director/)

Whats New?

  • Fix: FollowPath modified so it works for Corona Starter edition users.
  • Fix: Export modified so it works for Corona Starter edition users when not using Pro functions.
  • New: Camera Object added which acts as a non-visual place holder to obtain a position on the level.
  • New: LD_HelperG2 now attaches new functions to the level, slideCameraToPosition(), setCameraFocus(), setCameraBounds()
  • New: LD_HelperG2 adds a new property ‘isTracking’ which starts/stops tracking when the camera focus is set to an object.
  • New: ParallaxDamping property added to Level to smooth out scrolling (keep as 1 when tracking).
  • Fix: FollowPath export fixed for European regions (comma, dots swapped).
  • Fix: FollowPath event listeners were not removed correctly.
  • Modify: Free edition now allows up to 10 objects to be exported but with a warning message.
  • New: EmbossedText now supported and allows you to specify Highlight and Shadow colours.
  • Modify: Status panel changed to show Start and End points for Bezier, Polygon and Path objects.
  • New: Scroller example added to demonstrate 4 way scrolling, camera and collisions.
  • New: Scroller2 example added to demonstrate camera tracking.
  • Modify: Assets now sorted in group name order.
  • Fix: LD_LoaderG2 removeLevel() fixed to correctly remove all objects from a level and avoid memory leak.
  • New: Last visited file list added to file menu.
  • New: Button now includes ‘Over’ styling in addition to ‘Default’, these include Image, Corner radius, Fill Color, Stroke Width and Stroke Color.
  • Modify: LD_HelperG2 – Button code reworked so it doesn’t use fill method and therefore works for non Pro users.
  • Fix: Prevented Bezier, Path and Polygon from Flipping when entering a name containing X or Y.
  • New: Bezier, Path and Polygon containers now resize automatically when editing points.
  • Fix: Added missing physics GravityScale to export template and LD_HelperG2.
  • Modify: Export – moved object user properties to view level rather than root level.

Please uninstall your current version first.