Timeline for Storing, loading and editing a level
Current License: CC BY-SA 3.0
7 events
when toggle format | what | by | license | comment | |
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Jun 11, 2011 at 9:12 | comment | added | Jonathan Connell | How the level is stored, loaded and exported are completely dependant on your game. As was said before, you can simply use C# to create a tool where you place tiles onto the screen, on save, you simply copy the type & position of each object to an XML file, loading you do the opposite. | |
Jun 11, 2011 at 5:07 | comment | added | Yandere | I've been having issues with XML yes, but here I'm just trying to figure out or find some good info on creating a level editor tool, and things like how a level would be stored and loaded. I'm just trying to get into writing tools. I would find it hard to believe no one has written any articles or blogged their experiences making this kind of thing though! | |
Jun 6, 2011 at 12:19 | comment | added | Jonathan Connell | Yeah that's a sensible thing to do, I would recomment it, but I thought the main problem you were having was with the XML loading times? :P | |
Jun 5, 2011 at 17:50 | comment | added | Yandere | I'm thinking perhaps it could be done that, the 'master' copy is kept in XML, and then you just pack it down to binary when its time to include it in a game. | |
May 31, 2011 at 7:08 | comment | added | Jonathan Connell | Well the good thing about making your own level editor is that you can save your files directly into a binary format, by copying the data from a structure directly from memory, and inversely when you are loading. This has the huge advantage of not being user-editable, has very fast saving and loading times (practically no other intervention is needed). The huge downside is that if your format changes, you will have to either continue supporting older versions at load-time or create a converter; this could be done maybe easily with XML. | |
May 30, 2011 at 22:22 | comment | added | Yandere | I'm more interested in coding my own, partly for learning and partly to have any idea for when I need to roll a proper, fast system. Ready mades are convenient but when it comes time to cut loading times down I'd want to have an idea of what makes a map editor, and its levels tick. I found XML to be a poor choice for about the same reasons you stated. Its more or less plain text with markup, and leads to fairly long load times (with my original self made levels stored in XML, they took a good while considering they were relatively small) | |
May 27, 2011 at 15:58 | history | answered | Jonathan Connell | CC BY-SA 3.0 |