Tiled Map Level Editor: Difference between revisions

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{{Infobox homebrew
{{Infobox DS Homebrews
| title       = Tiled Map Level Editor
|title=Tiled Map Level Editor
| image       = [[File:Tilemapleveledds.jpg]]
|image=Tiledmapleveleditor2.png
| type       = Platform
|description=DS-based level editor.
| version     = 111124
|author=Schmendrick
| licence    = Mixed
|lastupdated=2011/11/24
| author      = Schmendrick
|type=Platform
| website     = http://gbatemp.net/topic/312959-tiled-map-level-editor-on-ds/
|version=111124
| download    = Media:Leveleditords.rar
|license=Mixed
| source      =
|download=https://dlhb.gamebrew.org/dshomebrew/tiledmapleveleditor.7z
}}  
|website=https://gbatemp.net/threads/tiled-map-level-editor-on-ds.312959
}}
This is a level editor for the NDS made by Schmendrick to allow on-the-go level editing and testing homebrew platform games.


This is a level editor made by Schmendrick Schmuck to allow on-the-go level editing and testing.
You can create your levels through a system of tiles, which are then put into collisions so that the character knows which parts are solid and which are not. The levels and are fully customizable, they can be resized, saved and implemented into your own homebrew projects.  
 
User can create levels through a system of tiles, which then puts them collisions for the character to know which parts are solid and no. The levels are fully customizable, they can change the size. The background color and horn save and then load levels.  


==Features==
==Features==
*Easy-to-use level editor with stylus controls
* Easy-to-use level editor with stylus controls.
*Simple but efficient UI
* Simple but efficient UI.
*Generic level data format to be used in any game engine
* Generic level data format to be used in any game engine.
*Show or hide grid, tile IDs or complete layers
* Show or hide grid, tile IDs or complete layers.
*Level saving/loading to/from sd
* Level saving/loading to/from sd.
*Up to 5 layers (last layer reserved for collision map data)
* Up to 5 layers (last layer reserved for collision map data).
*Dynamic layer resizing (when possible, resizing will keep your level data in place)
* Dynamic layer resizing (when possible, resizing will keep your level data in place).
*Customizable Parallax layer scrolling
* Customizable Parallax layer scrolling.
*Built-in customizable playtest featuring Mario
* Built-in customizable playtest featuring Mario.


==Installation==
==Installation==
#Download and extract file
Download and extract file.
#[http://chishm.drunkencoders.com/DLDI/ DLDI patch] it and copy it to the root directory of the card


Readme/user manual included in zip (Level Editor User Manual.pdf). NES Mario world 1-1 included (Mario.level). Copy the 'data' folder in the zip to the root of your flashcart to use.  
[[DLDI|DLDI]] patch it and copy it to the root directory of the card.
 
NES Mario world 1-1 included (Mario.level). Copy the data folder in the zip to the root of your flashcart to use.  


==User guide==
==User guide==
Player can change the speed of movement, severity and length of the jump, the start button is for starting the level, for Pause / Stop Pause game we give, and to remove the play mode and return to give to stop editor.
Levels can be up to ~500000 tiles in size (for reference, the original NES Mario world 1-1 is ~4096 tiles in size). This number is limited by the DS' memory only (4MB yay).


In order to make a level, it needs a tilesheet in indexed pcx format saved somewhere on sd card.  
In order to make a level, it needs a tilesheet in indexed pcx format saved somewhere on sd card
 
After making your own level, you can use the playtest to see how it plays in most common possible configurations, some of the options include the speed of movement, gravity and the length of the jump.
 
It saves the levels as .level files which can be used in your own game engine.
 
Readme/user manual included in zip (Level Editor User Manual.pdf).


==Controls==
==Controls==
'''In the editor:'''
'''Editor:'''


Stylus: move through the menus
Stylus - Move through menus


R/L - enable movement around the map (using stylus)
R/L - Enable movement around the map (using Stylus)


'''In Game:'''
L+R+Select - Debug menu


Stylus - set level
'''In game:'''


D-pad - move
Stylus - Set level


A - jump
D-Pad - Move


==Known Issues==
A - Jump
Playtesting may have some frameskips with crowded levels


Layers may not display correctly with severely crowded levels
==Known issues==
Playtesting may have some frameskips with crowded levels.


==Compatbility==
Layers may not display correctly with severely crowded levels.
Tested on: Flash card Supercard DSTWO with EOS 1.11 Firmware
 
:Flash card R4
==Compatibility==
:Flash card Acekard 2i
Tested on:  
 
R4 <br>
Acekard 2i <br>
Supercard DSTWO (firmware EOS 1.11) <br>


==Changelog==
==Changelog==
'''Intermediate 111124'''
'''Intermediate 111124'''
*Fixed crash bug for AKAIO users.
* Fixed crash bug for AKAIO users.


'''111113'''
'''111113'''
*Added autolog save (fat:/data/LevelEditor/console.log) on guru crash
* Added autolog save (fat:/data/LevelEditor/console.log) on guru crash.
*Added custom level save location
* Added custom level save location.
 
 


[[Category:Homebrew applications]]
==External links==
* GBAtemp - https://gbatemp.net/threads/tiled-map-level-editor-on-ds.312959

Latest revision as of 03:10, 9 June 2024

Tiled Map Level Editor
Tiledmapleveleditor2.png
General
AuthorSchmendrick
TypePlatform
Version111124
LicenseMixed
Last Updated2011/11/24
Links
Download
Website

This is a level editor for the NDS made by Schmendrick to allow on-the-go level editing and testing homebrew platform games.

You can create your levels through a system of tiles, which are then put into collisions so that the character knows which parts are solid and which are not. The levels and are fully customizable, they can be resized, saved and implemented into your own homebrew projects.

Features

  • Easy-to-use level editor with stylus controls.
  • Simple but efficient UI.
  • Generic level data format to be used in any game engine.
  • Show or hide grid, tile IDs or complete layers.
  • Level saving/loading to/from sd.
  • Up to 5 layers (last layer reserved for collision map data).
  • Dynamic layer resizing (when possible, resizing will keep your level data in place).
  • Customizable Parallax layer scrolling.
  • Built-in customizable playtest featuring Mario.

Installation

Download and extract file.

DLDI patch it and copy it to the root directory of the card.

NES Mario world 1-1 included (Mario.level). Copy the data folder in the zip to the root of your flashcart to use.

User guide

Levels can be up to ~500000 tiles in size (for reference, the original NES Mario world 1-1 is ~4096 tiles in size). This number is limited by the DS' memory only (4MB yay).

In order to make a level, it needs a tilesheet in indexed pcx format saved somewhere on sd card.

After making your own level, you can use the playtest to see how it plays in most common possible configurations, some of the options include the speed of movement, gravity and the length of the jump.

It saves the levels as .level files which can be used in your own game engine.

Readme/user manual included in zip (Level Editor User Manual.pdf).

Controls

Editor:

Stylus - Move through menus

R/L - Enable movement around the map (using Stylus)

L+R+Select - Debug menu

In game:

Stylus - Set level

D-Pad - Move

A - Jump

Known issues

Playtesting may have some frameskips with crowded levels.

Layers may not display correctly with severely crowded levels.

Compatibility

Tested on:

R4
Acekard 2i
Supercard DSTWO (firmware EOS 1.11)

Changelog

Intermediate 111124

  • Fixed crash bug for AKAIO users.

111113

  • Added autolog save (fat:/data/LevelEditor/console.log) on guru crash.
  • Added custom level save location.

External links

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