|
User Manual 1.01 Introduction | Tile Grabber | Map Editor | File Formats
|
| Introduction Welcome |
|
| Welcome to Level Mapper, comprising two powerful tools to create and edit tile-based level maps, namely Tile Grabber and Map Editor.
This package is distributed as a zip file. It should be unzipped, with the folder structure intact, to a location of your choice, on your local hard disk. This software does not modify the system registry, so it can be safely uninstalled by deleting all the installed files from your local hard disk.
Creating tile-based level maps with Level Mapper is a 3 stage process, thus:
We recommend using the following procedure (for each game project in development). If you have a 'resource' or 'assets' folder (or whatever you call it) where you store your data assets for a given project, create a new sub-folder inside it, called something like 'levels'. Copy the 4 supplied files from the 'programs' sub-folder to this new 'levels' folder (or you can setup shortcuts to the executables if you prefer). Inside this new 'levels' folder, create a new sub-folder for each tile-set that your game will use. You can always add more later. In the following sample folder structure, we have 4 tile-sets for the 'Racing Game', these are 'Desert', 'Race Track', 'Snow' and 'Woodland'.
Inside each of the 'tile-set' sub-folders, you will need to put a tile-set bitmap (created by your artist). Next, edit the text file 'grab_tiles.txt', which you have just copied to your new 'levels' folder. For more information on how to do this, click here, or take a look at the provided samples. When you have modified 'grab_tiles.txt', double-click on 'grab_tiles.exe'. This will run Tile Grabber and convert all the tile-sets that you specified in 'grab_tiles.txt'. Now you are ready to run Map Editor. Double-click on 'map_editor.exe'. We recommend keeping all your data (tile-sets, maps, attributes) relating to each tile-set, together in the same sub-folder (i.e. one folder per tile-set).
|