Level Editor Tool for 2D games

Or, you could just put spaces between your tile ids in the map file, and parse all the spaces out so all you’re left with is integers, which can have a much wider range in terms of the number of ids. Is there some reason why you can’t do that? :stuck_out_tongue:

That would work better than my current system haha. I chose to keep no spaces for reasons such as resource consistency, but I can see how this could create larger files in some cases. Good idea!

Why go with base 10 integers? Hexadecimal numbers will give you a wider id range with less characters needed if you’re worried about size when using text formats.

I decided to cap at ‘0000’ instead of hex conversions for a few reasons:

  • Even if you texture sheet is 32x32, the number of possible textures is 1024. In order to reach the limits, you’d have to have a 100x100 texture sheet which is not very practical in the 2D design world.
  • File size will remain consistent. You won’t have to worry about your file workspace increasing after you save.
  • It encourages smaller texture sheets (my own personal preference)

Yeah, I guess that would be silly to have such a large file…

But I managed to add it in! Now I can easily create map files, thanks to you!

Keep up the AMAZINGLY awesome work.

-wes

Doppler, I am noticing some bugginess with the saving. I am getting extra 0’s sometimes. It keeps happening, and I don’t know why. I am pretty sure it could have something to do with your 4-digit system (not sure how though :P).

For example, one line will have 135 digits total. 135/4 is not a whole number, thus making this system break!

Wierdly enough, however, the Editor seems to open the file again without flaw.

Here is the pastebin.

I hope I am not making a ridiculous mistake!
-wes