Bananmos wrote:
It's main drawback that I see is that it only supports grid backgrounds, and thus you can't easily include sprites in your level design.
I guess they make it clear that you need tools to convert from their format to your format... I don't know how their grid backgrounds are layed out in a file, but scanning a grid background and calculating object coordinates from it shouldn't be hard at all.
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And of course the fact that it only runs in DOS at low-resolution.
I don't think this is such a drawback... I tried it in DOSBox (on a really old PC) and it ran perfectly. The resolution is not such a big deal... when running the levels on the NES the resolution will be even lower than that anyway.
Bananmos wrote:
Btw, another big drawback of tUME is that it doesn't provide you with any functions for editing the character data itself.
I don't think it should. Everyone has their favorite sprite-drawing app, and it would be impossible to include one that pleased everybody.
I don't know what the best approach for "the ultimate level editor" would be. Everyone uses a different level format for their games, because each engine is a different engine. Some people need speed, some people need huge levels (making use of weird compression schemes), some need both... Some scroll in both directions, other are side scrollers, and all of that has an impact on the format of the level.
So, there is no way for "the ultimate level editor" to be prepared for the designs of every game programmer. I don't see any other way for this to work, other than the editor saving everything using a format that's easy to understand and work with, so that the programmer himself can code converters to the desired format.
I'd like to hear some of your ideas on the ideal level editor, though, as this subject really interests me.
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Cross-development is the way to go for just about any console. Sure, doing a tool for the NES will always give you some coding experience, but designing a good game engine for the NES's limitations is already quite a challenge in itself, and you'd better not waste your time designing your development tools around these limitations as well.
I don't know... I think this is a completelly valid way to code an editor. Graphical limitations will hardly get in the way, as the level is supposed to be displayed on that same system. A few things would be pretty much impossible to do, such as zooming, but I don't think this is so bad.
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Take some time to learn a widget API instead.
Not all NES programmers program anything else, and that would be a waste of time for them if all they want to do is NES games. For them, coding the editors with 6502 ASM sure is a great learning experience, and they'll not be wasting brainpower with anything useless for them.
I do quite a lot of web programming as my job, but I still like very much the idea of an editor that runs on the same platform as the game itself. I just think that the usual 8KB of battery-backed RAM is a bit too little to work with, but I guess there are ways to use up to 32KB for that if you bankswitch that memory area...
And I really liked the idea of using the light gun as a way to use the mouse for editing in emulators. I really would like to see that.
I haven't decided how to go about the level editor in my game yet. My level format is pretty complex, and I doubt any existing editors will help me much. I'd hate to code some half-assed windows program just to get the job done, but I also don't want to spend months on coding an editor.