#Creating a level editor for a breakout inspired game

1 messages · Page 1 of 1 (latest)

urban pecan
#

The problem is that I lack that level of control with the scenes collection since I'm unable to directly edit the scene I instantiate using it (i guess I could have the basic tilemap then write code to switch out the characteristics of bricks at specific cells but I don't think that'd be as intuitive)

#

what does this mean? If I have
level1.tscn and I open it in the editor, I can certainly save a copy as level2.tscn and make any changes to it that I want

#

I can also create an inherited child of level1.tscn named level2.tscn in the editor, similarly

#

nothing wrong with wanting to make a level editor though! Go for it! I just want to make sure you're working on the project you want to be working on 😉

torn mortar
#

My issue is with the scenes collection itself. When I use a scenes collection, it defaults to the values I set in the editor so I'd have to create 3 different types of brick types which have 3 diff health values as opposed to just having the one scene with edited values!

urban pecan
#

It's true, TileSets are picky about their inputs; you gotta have a separate tile for each unique tile. Personally I think that's worth it; this is a RED 2hp brick, this is a BLUE 2hp brick, this is a RED 4hp brick, this is a BLUE 4hp brick, etc etc. If it isn't worth it to you, I see why you're trying to build a new system, but I would weigh that against just squeezing into their straightjacket, making your 100s of brick subscenes, and releasing your game on time 😄

torn mortar
#

Trueeee