11 votes

Why wouldn't games be published with Map Editors included?

There could be a lot of factors but the ones that come to my mind first are ease of use and compatibility. An AAA office environment would most likely have company-provided computers, meaning there ...
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10 votes

Why wouldn't games be published with Map Editors included?

What money can you make from such a map editor? Prolonging the lifetime of a game is great for the customer, but for the studio? Blizzard had to keep the original Battle.Net servers online much ...
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  • 803
8 votes
Accepted

C++ property system interface for game editors (reflection system)

This is an incredibly complicated problem. I had an old series on blog about it but (a) I no longer recommend that approach and (b) old posts on my blog can't be read easily due to a snafu with a ...
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7 votes

How can I deal with tilemap position in the editor?

The select tool. Clicking any tile with the select tool, the inspector will tell you the position relative to 0,0. With a little bit of math (and/or additional clicks), you can hone in on whichever ...
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  • 171
4 votes

C++ property system interface for game editors (reflection system)

The best way I've seen is to make use of some custom introspection. As Sean pointed out, this is pretty difficult to do on your own since it's not a direct standard C++ feature in any way. So if you'...
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  • 1,768
4 votes

Xna: Texture2D from a png file

A bit late for Raj but for anyone else... ...
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  • 76
3 votes

How can I deal with tilemap position in the editor?

It is an old question - There doesn't still seem to be easy way to show clearly the origin and the bounds of a Tilemap, but it can be solved with a script that runs in the Editor like Philipp said. I ...
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  • 306
3 votes

Why wouldn't games be published with Map Editors included?

To complement the already existing answers I want to add two points: Often newer games have more complex geometry, effects or design (I'm not speaking of level layout here, only the complexity of the ...
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  • 91
3 votes

Best visual way to build a "near isometric" 2D view

These are the two main solutions I can think of: If you use tilesets, add a rectangle on top of your tiles. You should also move the collision detection up a bit, not to have your character walking ...
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  • 1,718
2 votes
Accepted

Loading content into an Winforms/XNA Editor's content project

Dynamically importing and processing content at runtime is explained in the sample WinForms Series 2: Content Loading. This is the preferred method. You can also build an XNA Content Project file ...
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2 votes

Creating interiors in Unity

Is there any reason you are using primitives over meshes? The engine shines if you import custom models. So you can avoid the tedious process of modeling in unity by modeling in a program that is ...
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  • 1,949
2 votes

How can I register Mouse Events in the Scene window of the Editor?

Perhaps this is something you are looking for. This allows you to register mouse events in the scene, when a game object with the specified type is selected in the hierarchy. ...
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  • 2,965
2 votes
Accepted

Approaches on 2D top-view racing game track design

The way I would approach this is to create at least two tiles (dirt and road) on GIMP as you suggested (pixel size depending on the size of your car). Then I would keep track of the "board" of a ...
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  • 36
2 votes
Accepted

Isometric Map with different Z-axis values

Sharp edges are easy, you just subtract height times step height from the y coordinate and you're done. Smooth edges on the other hand are a bit harder. For each tile you have to check the ...
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  • 14.5k
2 votes

How to store data and behaviour for what happens within a level?

There are fundamentally two parts to anything in a video game; data and behaviour. An example of data would be the speed of the player, how high they can jump, how many enemies should spawn in a ...
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  • 7,629
1 vote

How to author custom objects in a tile map?

so as it turns out Tiled already lets you give tiles properties, just click the '+' in the tileset editor and you can add variables which can be accessed by a library such as tmxlite, this took me ...
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1 vote

How can I deal with tilemap position in the editor?

You can use this gizmo. It looks like this. More info in this tweet. Basically, what it does is draw the axes' cordinates of a selected Grid or Tilemap component. When zoomed in enough it draws the ...
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  • 11
1 vote

How can I deal with tilemap position in the editor?

This may be counterintuitive as one would expect the focused tilemap in the palette reveals its zero/origin. However that doesn't happen. Instead, to find the zero you will not only focus the tilemap ...
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1 vote

How to prevent objects from colliding into each other in the Unity editor?

Try this: Surface snapping While dragging in the center using the Move tool, hold Shift and Control (Command on Mac) to quickly snap the GameObject to the intersection of any Collider. https://docs....
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  • 268
1 vote
Accepted

Placing units on isometric map (2D)

One big thing about optimization is that you should avoid doing it until you're sure you have a problem, and even then only after measuring to see where the problem actually is. Static colliders in ...
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  • 1,346
1 vote
Accepted

unity real time terrain editor

Yes, it is possible. Take a look at the classes Terrain and TerrainData. You can edit the heights with the method "SetHeights" by passing float arrays. But it can be very expensive, depending on what ...
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  • 194
1 vote

How can I register Mouse Events in the Scene window of the Editor?

You only need to add the [ExecuteInEditMode] attribute to your class to run events in edit mode: ...
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  • 111
1 vote

2D Map Editor Tiles Palette - Best suited Java Elements to use?

I'd go with an MouseListener per JLabel. Make a custom subclass of MouseListener which is parameterized with the tileId (or whatever you are using to identify the tiles). Furthermore would not ...
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  • 251
1 vote

Creating interiors in Unity

To build level geometry within Unity, probably the best tool available is ProBuilder: http://www.protoolsforunity3d.com/probuilder/ However, the usual approach is don't build your level geometry ...
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  • 15.6k
1 vote

Creating interiors in Unity

What you try to do is practically impossible. The primitives are there just for prototyping/placeholders. You will have to "get" those from outside of Unity. Or you can look at asset store, there are ...
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  • 831
1 vote
Accepted

2d canvas representation in c++ code

I would understand a level/map editor but use one of the many available image/photo editing software to create/modify your assets is better (IMHO). Also it will save you time, as image editors are ...
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1 vote

How can a team work together to assemble a large world map?

What can be done with many engines out of the box is to: Settle down the heightmap for the whole world, as you usually cannot split this one up easily Use layers to divide the entities into well ...
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1 vote
Accepted

Is there a way to use the ContentManager with full directory paths

Set Game.Content.RootDirectory to the path you want and then just specify the file name portion. But keep in mind that you still have to include them in the Content ...
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1 vote

Starcraft 2 Editor: I want to make two players share their income

You'll want to look in triggers for an action called, "Set Alliance Aspect". Then look to have them share "Resource Spending". You might have to run it twice so it works in both ...
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