MAPBuilder
Posted: Sun Feb 06, 2011 2:32 pm
Hi! volks!
Once started as a simple ingame mapbuilder for my games (BUGSY,neXus) it grew up to a standalone application.
Features:
Unlimited Layers (cut down to 64 for developement)
Unlimited Levels
Unlimited Tiles
Unlimited Graphics
Any graphics size.
Realtime Scaler (RESCAL) experimental. works fine for the engine, but may cause problems for the mapeditor/builder.
because the MAPBuilder saves the desktopresolution in a separate file, which should help to build maps using different desktops/users and put them together,
like the was build as one.
The enginepart (MTheory, a mini game,map) delivered with the MAPBuilder will load any LVLx.dll with or witout the scale info and render them with its onwn realtimescaler.
If you want to start with a functional game just download any "LUCY/IGOR"
You can use the MAPbuilder with all "LUCY/IGOR" Games at http://hopix.ho.ohost.de/neXus/
just copy the mapbuilder exe into the directory of the game.
if you get the error: can not open DNA...ignore it. the builder will read the DNA directly out of the tiles you click.
older versions of the tile.dll may cause some silly text in the DNA window. just ignore it. this does not harm the system.
Small manual:
On startup of the MAPBuilder select if you want activate the RESCAL or not.
the MAPBUilder will start with the first MAP as default.
Use mousepointer to select a tile.
close the tile window if you want to start building.
use [TAB] to reactivate the tile window.
change values at DNA window if you want.
use menu SET_DNA or gadget SET_DNA to save the new DNA to the Tile.
to save maps use following namespace:
LVLx.dll or LVL.dll
LVLx.dll x= integer
LVL.dll = base map used for ALL maps/levels (engine part)
the gameengine loader will do something like that:
load the LVLx.dll and merge it with the LVL.dll
so you can place goodies / emitter objects/ weapons .... in LVL.dll and the will shown in the LVLx.dll if you placed the right emitters or
objects.....
so you do not need to save emitterinfos/objects for each level/map.
ifyou want to give it a try, download it at:
http://hopix.ho.ohost.de/neXus/
here you will find alwas the actual version of my project(s)
Once started as a simple ingame mapbuilder for my games (BUGSY,neXus) it grew up to a standalone application.
Features:
Unlimited Layers (cut down to 64 for developement)
Unlimited Levels
Unlimited Tiles
Unlimited Graphics
Any graphics size.
Realtime Scaler (RESCAL) experimental. works fine for the engine, but may cause problems for the mapeditor/builder.
because the MAPBuilder saves the desktopresolution in a separate file, which should help to build maps using different desktops/users and put them together,
like the was build as one.
The enginepart (MTheory, a mini game,map) delivered with the MAPBuilder will load any LVLx.dll with or witout the scale info and render them with its onwn realtimescaler.
If you want to start with a functional game just download any "LUCY/IGOR"
You can use the MAPbuilder with all "LUCY/IGOR" Games at http://hopix.ho.ohost.de/neXus/
just copy the mapbuilder exe into the directory of the game.

if you get the error: can not open DNA...ignore it. the builder will read the DNA directly out of the tiles you click.
older versions of the tile.dll may cause some silly text in the DNA window. just ignore it. this does not harm the system.
Small manual:
On startup of the MAPBuilder select if you want activate the RESCAL or not.
the MAPBUilder will start with the first MAP as default.
Use mousepointer to select a tile.
close the tile window if you want to start building.
use [TAB] to reactivate the tile window.
change values at DNA window if you want.
use menu SET_DNA or gadget SET_DNA to save the new DNA to the Tile.
to save maps use following namespace:
LVLx.dll or LVL.dll
LVLx.dll x= integer
LVL.dll = base map used for ALL maps/levels (engine part)
the gameengine loader will do something like that:
load the LVLx.dll and merge it with the LVL.dll
so you can place goodies / emitter objects/ weapons .... in LVL.dll and the will shown in the LVLx.dll if you placed the right emitters or
objects.....
so you do not need to save emitterinfos/objects for each level/map.
ifyou want to give it a try, download it at:
http://hopix.ho.ohost.de/neXus/
here you will find alwas the actual version of my project(s)