Thanks for the infosubotai wrote:My first level editor was very simple. A TForm, a TImage and no properties. I added the TTimer component and set the keypreview of the Form to true to test the caves with the cursor keys. 99% of my game engine is based on this simple "canvas boulder dash". I used a separate unit for the game engine code, so I only had to copy this unit to the folder of the main game with smooth scrolling. My leveleditor is based on this canvas boulder dash. I removed the engine code very late.
Most elements are very easy to implement. I had the most trouble with the snakes/worms of the game Rockford. I spended more time for analyzing the game physics in an emulator than writing the code.
I recommend using a one dimensional array for the map, because this is how the original engine works. I already mentioned this in the other thread.Code: Select all
Var cavemap:array[0..879] of byte;
I had already done a level editor using normal forms and GUI elements, but now I want to make the editor in-game so it can do all the animations and all the other stuff using the same game engine.
This is what is taking me more time...I can place/delete items in a level, and load + save a level, and test it so far. I have to add in the making of links for teleporters, warps, switches yet.
cheers,
Paul