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“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:

  1. “For Each” Loops
  2. Keyboard Controls
  3. Layer Visibility
  4. Snapping a “sprite cursor” to a grid
  5. Placing Objects
  6. Checking for collisions at offsets
  7. Private Variable
  8. Trigger Once

More information and the download link can be found in the full post. Read the rest of this entry

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