“Auto-tiling” Level Editor
Hey everyone! Another new tutorial for you all.
This example is a simple level editor (no saving yet) that uses “Bitwise” numbers to automatically tile the level for you. That means you just concentrate on placing basic blocks in the level editor and the editor will tile it correctly.
The example is based on this brilliant forum post on TigSource by Salt. There is also an expanded version on Salt’s blog too that can be found here. Before opening the example I suggest reading through the post as Salt explains how this works 1000 times better than I ever could. This method is the same as how I was automatically tiling the Cellular Automata levels in Conway.
This example is suitable for beginners and more advanced users and covers the following:
- “For Each” Loops
- Keyboard Controls
- Layer Visibility
- Snapping a “sprite cursor” to a grid
- Placing Objects
- Checking for collisions at offsets
- Private Variable
- Trigger Once
More information and the download link can be found in the full post.Here is a very quick level I created in under 30 seconds. It shows how it looks when you are creating the level, how it looks when it is tiled for you and how it looks with some grass tiles also added. Remember this is all done for you. You just place the simple white block in the level.