0% found this document useful (0 votes)
8 views9 pages

TazeAdamv2 2EditorGuidefregafref

The Level Editor Guide provides step-by-step instructions for creating and editing game levels, including using the editor UI, placing tiles and objects, and utilizing various controls. It details the functionalities of different tilemaps and objects, such as checkpoints and trampolines, as well as how to save and erase elements within the level. The guide is structured to assist users in effectively navigating the level creation process.

Uploaded by

xiweho2940
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
8 views9 pages

TazeAdamv2 2EditorGuidefregafref

The Level Editor Guide provides step-by-step instructions for creating and editing game levels, including using the editor UI, placing tiles and objects, and utilizing various controls. It details the functionalities of different tilemaps and objects, such as checkpoints and trampolines, as well as how to save and erase elements within the level. The guide is structured to assist users in effectively navigating the level creation process.

Uploaded by

xiweho2940
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 9

Level Editor Guide

1

1. Creating a Level

1. Click “Play”

2. Click “Saved Levels”

2

3. Click the “+” icon

4. Click “Create”

Now that you have made a level, we can move on to the next chapter.

3

2. Editor UI

2.1 Main Editor UI:


↓ Color Picker (3)

← Play
Toggle (4)
↑ Tile Selector (1) ↑ Tilemap Selector (2)
← Zoom In (6) ↑
Move
Toggle (5)
← Reset Zoom (7)

← Zoom Out (8)

← Eyedropper (9)

← Save (10)

← Help (11)

1. Selects the tile/object that you will place.


2. Selects the tilemap that you will place your tile on. Different tile
maps have different properties.
3. Picks the color for your tile/object. Changes color to the color that
you have selected.
4. Enabling it starts playtesting.
5. Enabling it lets you move by dragging. Useful on mobile devices
where there is no right click.
6. Zooms in.
7. Resets the zoom level back to default.
8. Zooms out.
9. Lets you pick a color from a tile.
10. Saves the level.
11. Considering you’re here, you probably know what this button does.

4

2.2 Pause UI

Level Name (6) →


↓ Tilemap Hider (3)
Version String (7)

↓ Placement Preview Toggle (4)


↑ ↑
Save Button Reload Button
(1) (2)

↑ Autosave Toggle (5)

1. Saves the level.


2. Reloads the level if it has been modified on the disk. (not very
useful)
3. Hides tilemaps, could be useful if you want to determine the tilemap
of a tile.
4. If enabled, adds a placement preview when you hover your mouse.
Does not appear if you are using touch controls.
5. If enabled, automatically saves the level every 5 minutes.
6. Displays the level name.
7. Displays the game version.

2.3 Editor Controls

Left Click/Tap: Place


Right Click/Arrow Keys/WASD: Move
Ctrl+S/Cmd+S: Save level
Ctrl+L/Cmd+L: Reload level
E+Right Click: Erase
Ctrl+Scroll Wheel/Cmd+Scroll Wheel: Zoom in/out

5

3. Placing Tiles
Select tiles from the tile selector and place them on the grid by left
clicking/tapping. They will be placed on the tilemap you have selected
with the tilemap selector and tinted with the color you have selected
in the color picker. (select white to make them appear normal)

3.1 Tilemaps
Different tilemaps have different properties:

Ground: Solid blocks that the player can walk and jump on.
Spikes: Sends the player to the last checkpoint if touched.
Invisible Ground: Same as Ground but invisible. Shows transparent
in the editor.
Invisible Spikes: Same as Spikes but invisible. Shows transparent in
the editor.
Decorations: Tiles that have no collision.
Decorations 2: Same thing, but appear behind all other tilemaps.
Useful for backgrounds.
Ladders: Has no collision and the player can jump in it.

Any tile can go in any tilemap, but you some tiles are better for a
tilemap than others. For example, Saw is better suited for the
Spikes tilemap.

3.2 Erasing Tiles


Erase tiles by selecting “Erase” from the tile selector. You can also
erase by clicking and holding down the E key.

3.3 Placing Slopes

When placing slopes, make sure to place the second variants of the
slope tiles underneath. This will make your slopes look better.

6

Using Dirt Using Grass Slope Left 2

7

4. Placing Objects
Unlike tiles, objects can be placed anywhere and don’t snap to the
grid. They also aren’t placed in any of the tilemaps and will ignore your
tilemap selection.

4.1 Object Properties

Checkpoint Flag: Saves the location of the player. The player will
return to it after touching either Spikes or Invisible Spikes. Can’t
be colored.

Finish Flag: Marks the end of the level. There can only be one per
level, so attempting to place another one moves the old one there.
Can’t be colored, don’t even try.

Portal: Teleports the player to another location.

Trampoline: Launches the player above jump height.

4.2 Placing Portals

When a Portal is selected, two new input fields will appear: Portal
ID and Warp ID. Portal ID determines the ID of the Portal, and Warp ID
determines the ID of the Portal that it’s going to teleport the player
to.

8

4.3 Placing Trampolines

When a Trampoline is selected, a new dropdown called Direction


will appear. This dropdown determines the direction of the
Trampoline as well as the direction it launches the player.

4.4 Erasing Objects

Erase objects by selecting “Erase” from the tile selector. You can
also erase by clicking and holding down the E key.

9

You might also like