Omnimaga

Calculator Community => TI Calculators => Axe => Topic started by: leafy on January 07, 2011, 06:23:50 pm

Title: Level Editor for Graviter
Post by: leafy on January 07, 2011, 06:23:50 pm
I built a basic 5x5 tilemapper for Graviter (Check the Calc Projects for more details) but I don't know how to convert into a format that Graviter can actually use. I need to figure out how to convert it into a database that Graviter can read and regenerate the level from scratch.

In addition, I need help setting up a keys and doors system - how do it warks?
Title: Re: Level Editor for Graviter
Post by: leafy on January 08, 2011, 03:00:53 am
Okay, I understand how levels are encoded - but how do I take a GDB out of the editor and put it into the actual game somehow?
Title: Re: Level Editor for Graviter
Post by: Quigibo on January 08, 2011, 04:19:30 am
My suggestion is to save the level data into an appvar and then read the appvar from your main program.  This increases your maximum code size and makes it really easy for you to add new levels and allows for users to eventually make their own level packs.

If you absolutely need to hardcode it into the program though, you can use the new >Hex command to create an ascii string, save it to the OS Str1 or something, and then use [2nd][Rcl] to import it into your source.
Title: Re: Level Editor for Graviter
Post by: leafy on January 08, 2011, 04:56:01 pm
I made a sample level, which is stored into GRAVLEV.8xp, but after compiling it it screws up all the tiles. I'm using BuilderBoy's routine to generate the map, using 5 by 5 tiles on a 18 by 12 tile map. I think I'm doing something wrong but I'm not sure what D:

The mapping routine is in AGRAV.8xp, labeled MAP in the subroutines, and the data for the level is in GRAVLEV.8xp. Any help would be greatly appreciated.