I learned how to make a level editor from lazyfoo by reading off numbers from a map file and then applying the desired tiles. I am in the process of making a level editor for my game but I dont know how to have it work with my game. I have my level editor and game application in separate programs and separate files.
After I save a level from my level it saves my map file in the level editor folders and I need to manually transfer it to my game application folders each time I make a change to the level. Is there any easier way where I do not need to manually transfer the map file to my game application folder after I change it?
I thought of merging them into one program and then having an option to run the level editor or game but that seems like too much of a hassle. I would rather have two separate programs. Need help, thanks.
Level Editor Help (SDL)
Moderator: Coders of Rage
- xx6heartless6xx
- Chaos Rift Cool Newbie
- Posts: 80
- Joined: Wed Feb 02, 2011 9:42 pm
Re: Level Editor Help (SDL)
3 options:
1. hardcode the directory the correct directory into your game.
2. make a config file that contains the correct directory and load it when your level editor starts. This is probably the best option.
3. use a "save-as" dialog box.
1. hardcode the directory the correct directory into your game.
2. make a config file that contains the correct directory and load it when your level editor starts. This is probably the best option.
3. use a "save-as" dialog box.
- Milch
- Chaos Rift Junior
- Posts: 241
- Joined: Sat Jul 11, 2009 5:55 am
- Programming Language of Choice: C++
- Location: Austria, Vienna
Re: Level Editor Help (SDL)
You could simply give the program arguments when you start it:
e.g 'game.exe -L[PathToLevel]'
The game would then check it and automatically load the level.
e.g 'game.exe -L[PathToLevel]'
The game would then check it and automatically load the level.
Follow me on twitter!
- xx6heartless6xx
- Chaos Rift Cool Newbie
- Posts: 80
- Joined: Wed Feb 02, 2011 9:42 pm
Re: Level Editor Help (SDL)
Thanks, I think I'll tell the level editor to access the map file in the game application folder. When I load files, I usually have them all in the same folder so I would just need to do a simple command to load the map file like this:
How can I load a file when the file is located outside of the same folder as the game folder? Can I just put ifstream map( "C:\Tile.map")?
Code: Select all
std::ifstream map( "Tile.map" );
- BugInTheSYS
- Chaos Rift Cool Newbie
- Posts: 88
- Joined: Mon Feb 07, 2011 4:16 pm
- Current Project: Vintage Roads
- Favorite Gaming Platforms: PC
- Programming Language of Choice: C++, Delphi
- Location: Pinneberg, Germany
- Contact:
Re: Level Editor Help (SDL)
"C:\Tile.map" will give you an error. Since \ indicates a character constant such as \n or \t, you would have to use \\ if you mean the "real backslash".
And you can provide absolute paths (as in "c:\\blah.txt") or relative paths ("blah.txt") with the slight difference that the relative path will be understood as appended to the path of the directory your executable is located in.
And you can provide absolute paths (as in "c:\\blah.txt") or relative paths ("blah.txt") with the slight difference that the relative path will be understood as appended to the path of the directory your executable is located in.
Someday, everything will go to /dev/null. - Bug's prophecy 13:37
-
- Chaos Rift Cool Newbie
- Posts: 78
- Joined: Mon Feb 21, 2011 2:55 am
- Current Project: Aleios Engine
- Favorite Gaming Platforms: PC, Dreamcast
- Programming Language of Choice: C++
- Location: Melbourne, Australia
Re: Level Editor Help (SDL)
Or you could use the good old forward slash / instead of using C:\\blah.txt you would simply do C:/blah.txt
And i would be saving the file either next to the executable for the game, or in a sub directory of the executable's location.
What you need to do is save the file and either do a manual copy, or use one of the options provided by bnpph.
And i would be saving the file either next to the executable for the game, or in a sub directory of the executable's location.
What you need to do is save the file and either do a manual copy, or use one of the options provided by bnpph.