Level editor for CORONA with Physic support

Hey,

You can define alpha in LevelHelper - this works in Corona. You can also define color on a sprite in LevelHelper - but i couldnt figure out how to make this work in corona - as color in corona can only be applied on vector sprites not on sprites that are created from images - but i may be wrong - if you guys know a way - please tell me - and i will update the code asap to make it work for everybody

Kind regards,
Bogdan
[import]uid: 38119 topic_id: 9668 reply_id: 36339[/import]

What you have to do to open the demo levels from the example projects.

The demo level uses SpriteHelper 1.5 files which is not yet available - so here its a step by step tutorial

Open all pshs files in a text editor and replace all the paths to images to your paths.

Now - im sorry to tell this - it escaped the testing process - you have to do the same for the plhs files (LevelHelper files) because of a bug

This time update the path to SpriteHelper files - this paths are found right at the bottom of the plhs files.

Tell me if you get into troubles.

Kind regards,
Bogdan
[import]uid: 38119 topic_id: 9668 reply_id: 36340[/import]

I had a problem with sprites in level creation

In a typical 320x480 level, i use the spritehelper textures to create my level and works fine, but graphics are blurred, i dont know why. A 1-pixel line looks 3-pixel with blurred edges.

otherwise,if i call a normal image from corona code (display.newImage), image looks perfect in iphone 3GS.

What can be the problem ?. I see in levelhelper x and y parameters and are normal (for example, 120 120). [import]uid: 55808 topic_id: 9668 reply_id: 36421[/import]

Did you create a new texture image with SpriteHelper using generate layout ?

What are the dimensions of your images ?

Will investigate until we find the solution
Bogdan [import]uid: 38119 topic_id: 9668 reply_id: 36422[/import]

This is a image (x2 in photoshop to see problem) to show the problem i told you before

sprites are 48x48 [import]uid: 55808 topic_id: 9668 reply_id: 36423[/import]

In order to load multiple sprites from one image - LevelHelper uses sprite sheets - this can speed performance - since your loading one texture for multiple sprites - but can lead to this artifacts if the size of the image is not big enough for all devices.

Corona usually loads one image per sprite - so this uses more memory, (but i think that when you pack the game all image files gets packed or something) and i think it applies a scale algorithm when necessary that is not applied for sprite sheets, thats why you get blur

Im just guessing here - dont really know how corona does it under the hood.

I think you need a bigger size image to get rid of the blur.

I will introduce SD/HD capability in LevelHelper and SpriteHelper soon - that will take care of this problem.

Kind regards,
Bogdan [import]uid: 38119 topic_id: 9668 reply_id: 36424[/import]

Do you apply any scaling on the sprite inside LevelHelper? [import]uid: 38119 topic_id: 9668 reply_id: 36426[/import]

Yes,i used spritehelper “generate layout”. No, no scaling

I’m now doing some stuff and sometimes levelhelper works perfects and shows exactly the sprite, but normally works only about 1 of 7 with constant x and y. [import]uid: 55808 topic_id: 9668 reply_id: 36427[/import]

Hmm - then i think the problems comes from SpriteHelper - i will have to investigate and fix this blur issue - you can load all your images in spritehelper and save the scene without “generate layout” -use “find bounding …” instead and use that scene in LevelHelper - this will use your original images - and so the blur will not be present anymore.

Tell me if that fixes the issue.

As from my part - i will try to see why this blur gets in there - and fix this in the next version of SpriteHelper

Thank you for telling me about this - your feedback helps me make this tools better :slight_smile:
Kind regards,
Bogdan [import]uid: 38119 topic_id: 9668 reply_id: 36428[/import]

But “generate layout” works well. PNG out is 128x128 with 4 sprites with no blurred edges.

Seems a code problem, i dont know what kind of problem. I debug the physics objects and always give me constant x and y. [import]uid: 55808 topic_id: 9668 reply_id: 36429[/import]

Hmm - i will have to test this out tonight - and i will keep you posted - if its a code problem i will fix it asap (as i can update the code anytime)

I’ll keep you posted.

Thank you

Bogdan [import]uid: 38119 topic_id: 9668 reply_id: 36430[/import]

I have been following this thread and everything seems to be moving along nicely, not had a chance to play with the latest version of Level Helper but since this has been tried and tested with director class without any problem I was wondering if there were any plans to implement scene integration in Level Helper?

A few cool things could become possible with this:

You could develop a game with a large world map and without having to load the entire world into memory as you hit the edge of the screen you flip to the next part of the world. This could all be managed visually with your tool.

Another obvious use would be able to set up a menu system visually and also control all the levels as well.

Keep up the great work! hopefully I’ll get to play around with the new version of Level Helper over the weekend :slight_smile: [import]uid: 33866 topic_id: 9668 reply_id: 36438[/import]

To clarify by ‘implement scene integration’ I was talking about a similar feature of how Sprite Deck manages scenes currently.

Just read back my previous post and wasn’t sure it made sense :slight_smile:

[import]uid: 33866 topic_id: 9668 reply_id: 36439[/import]

My plan is to support CORONA all the way - so i will look into scene management and if its possible to do it, i will post a deadline for that here.

Thank you for your suggestions.

Kind regards,
Bogdan [import]uid: 38119 topic_id: 9668 reply_id: 36443[/import]

Hey Bogdan,

I think you should contact Ansca about getting your own forum in the 3rd party tools section. This thread is getting out of hand and it looks like this product is here to stay. We are over 100 posts and it is getting difficult to match up your responses with the question asked.

Appreciate how attentive you are to everyone’s questions. Shows true dedication. [import]uid: 31262 topic_id: 9668 reply_id: 36452[/import]

Hey,

Thank you for the kind words.

I have contacted Ansca a week ago but they didn’t contact me back.
It will be nice to have a dedicated forum - it will be easy for everybody.

Kind regards [import]uid: 38119 topic_id: 9668 reply_id: 36455[/import]

Hello guys,

I have created a forum for LevelHelper and SpriteHelper here:

http://www.levelhelper.org

So feel free to ask any question in this forum so that everybody else can see the answers.

I will still be available by email :slight_smile:

(as you can see this site is not the main site of LevelHelper http://levelhelper.wordpress.com - this is because a new website will be available soon in order to post tutorials more easy)

Kind regards,
Bogdan Vladu
[import]uid: 38119 topic_id: 9668 reply_id: 36768[/import]

SpriteHelper 1.5 is available for update.
Brings support for concave shapes, holes, new code generation, faster sprite packing, animations and many more. (LevelHelper 1.3 will bring animations also)
I will post a video for the new SpriteHelper soon on http://www.spritehelper.org

Best regards,
Bogdan [import]uid: 38119 topic_id: 9668 reply_id: 37776[/import]

Thanks Bogdan. Looking forward to playing with the animation. On LH, will you be able to layout an animation sequence that moves throughout the level? [import]uid: 47723 topic_id: 9668 reply_id: 37995[/import]

On LH 13. you will be able to set the frames of an animation (the frames will need to be in the same sprite sheet) - set if the animation will run forever or how many times.

More info soon. I’m currently implementing this and have to figure out how to do it compatible with all the engines. [import]uid: 38119 topic_id: 9668 reply_id: 38013[/import]