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Re: Why isn't there a proper (non tile based) 2d editor?

Posted: Sun May 26, 2013 6:46 pm
by Lafolie
There are proper editors. Thing is, they're not specifically 'level editors', but content editors, created to generate specific structures for specific games. A generic editor would be bad, as it would inherently require menial setup and configuration for each game. While it may excel at some features, forming a proper workflow, effectively using time, and integrating properly would require so much tweaking and tinkering that it's probably just a better idea to knock-up some hacky tools of your own to do the job for you.

Re: Why isn't there a proper (non tile based) 2d editor?

Posted: Tue May 28, 2013 4:23 am
by ivan
Another good point by Lafoile. When making a game, you're going to be spending a long time working with the editor so the more custom tailored to your game it is, the better. So if the editor saves you 1 or 2 steps that adds up to a lot of work in the long haul.

Re: Why isn't there a proper (non tile based) 2d editor?

Posted: Tue May 28, 2013 8:40 pm
by mode7
Okay I see the point there. Especially for such an editor, i see that the objects you are placing are really required to be supported by the game. Thats the problem I'm currently having with gleed2d having more functionality than i need on one side and missing some other on the other. Also I think especially for such a game it's important to have the map in the editor rendered bythe same engine as in the game. Yet, coding an editor seems really quite a though task as seems gui coding in general. I'll have another look at love frames anyway.