Level/world editor in ZGE?

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VilleK
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Re: Level/world editor in ZGE?

Post by VilleK »

We haven't done any more work on this, however the technique implemented when making the tileeditor (allowing component editors to be implemented as ZGE scripts) should make it simpler to create a level editor because making ZGE scripts for these kind of editor is faster than writing Delphi code. So we'll see if we have time later on. Currently I'm busy working for Image-Line and their FL-Studio line of products so I haven't had much time for hobby coding lately.
Imerion
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Re: Level/world editor in ZGE?

Post by Imerion »

I see! Good thing some of the groundwork has been done at least, for the day when you feel you have the time. Good luck with your work btw. :)
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Barefists
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Re: Level/world editor in ZGE?

Post by Barefists »

Just wanted to share two open-source level editors that I've used with various engines. Unfortunately they are not Pascal based, but their exported files can be easily read by other engines.

Tiled Map Editor
Link: http://www.mapeditor.org/
2D level editor that exports to an XML based file format. I've used it with a game framework I wrote in Processing, and found it to be quite robust. It supports layers, different shaped objects, waypoints and more. You can see what I made with it in action here.

ATF Level Editor
Link: https://github.com/SonyWWS/LevelEditor
3D level editor developed by Sony. It has been most famously used by NaughtyDog to create games like Uncharted and Last of Us. Technically, I don't know much about it, but I've used it while part of a project using an Ogre3D based game engine. Programming wasn't handled by me.
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