New level editor

(Howdy, must read if this is your first time making maps!)

Intro

Awesome! It sounds like you've successfully embarked on your first adventure with the map editor. I understand that the newer version of the editor might not be your favorite, but remember, this updated version offers significant improvements that deserve some appreciation.

Creating a completely new level editor that works with HTML5 is quite challenging. Let's appreciate the effort involved in this endeavor.

Surface of the new level editor

Red Region: Tools

Orange Region: Layers

If you don't want to focus on all of the regions, backgrounds, or walls clumped together in your map editing, you can use the layer buttons to help you specify on certain objects in the map. If you just want to focus on one specific element, click on the [More] button and click on one of the tools (The exception being ScaleSelection tool). For specific groups...

  • All = Focus on everything in the map.

  • Nothing = Focus on nothing.

  • Statics = Focus on Walls, Pushing areas, Backgrounds, Water, and Lamps.

  • Logics = Focus on Movables, Regions, Pushing areas, Triggers, Timers, and Engine marks.

  • Entities = Focus on Players, Enemies, Vehicles, Decorations, Guns, Barrels, and Engine Marks.

Yellow Region: Extra things

Grid Opacity

You can also able to control the visibility of the grid while editing. Each "square" is 10x10 pixels, aka 10^2 pixels. Now the opacity icon changed to "blank" (0%), "." (50%) and ":" (100%). But by doing some tricks we can make self defined grid visibility but we'll talk about that later.

Snapping

How smooth/quick do you want to move/resize the objects. Same as grid opacity, we will do some tricks to make self defined snapping, but we'll talk about it later.

Editor Theme

It is recently added for experimental purposes. Currently it offers 4 themes, which is blue and black (plain background) and green and purple (space background). Recommended use blue or black unless you want to have a map edit challenge.

We can also self define the space background (green and purple) to something we like, and "bugged theme" (which you prefer blue and black together) later.

Connections

you can knowing which connects to which by paying the performance cost.

Preview

Quick preview of how your map will be look like by paying huge cost of performance. Not really the exact final result as sometimes background can cover through the wall in preview mode, which annoys most of the map developers.

Quality (in preview)

Based on how much cost you can pay to performance to watch HD or 360p preview.

Properties

It has two sections, Default (which using point and click feature), and "As text", which you insert everything by yourself, just like how old editor works.

Param panel:

Changes the right-side panel size. It has Default, Medium, and Large.

Lime Region: Top Secret Panel

Map ID: Your map id. Save map: Overwrites your current map. If the map has no name, it will automatically ask you to add a name on it. Save map as: If you have created a new map, or have made an extra copy for any reason, here is where you can name or rename the map ID. Revert Map: Discard any changes and revert back to last save. It can also fix the messed layers such as background covers the wall. New map: You know that. Of course, it'll ask you to make any last saves to any changes on the current map. Open map: You know that. Again. Play as tester: Only available after you pressed “save button”. If you're feeling lucky or just want to see if anything you've programmed will work (recommended test it), this will immediately send you to a small screen to the game, where you can test the map. Map Settings: Only available by unlocking Inspect mode. Currently has no purpose, but maybe we will figure it out in PB2.5 map editor. From my inspective, it will ask you to add preview, description, game mode etc. Check Map: Only available by unlocking Inspect mode. For my inspective, it is used to the probability of player spawn rate, the coverage of the player, how safe/is it possible that AI can jump to that block etc. It is used for detect which place is likely to crowded or usage while making approved maps, but official reasons still unknown and laggy. Options: Only available by unlocking Inspect mode. Currently has no purpose, but maybe we will figure it out in PB2.5 map editor. From my inspective, those extras things from C) will be moved into “option” box. Editor Manual: Basically this. Find Errors: A basic tool to detect that whether your logics has lack of requirement, will inform you so you won't experience nasty bugs while game test the map.

Blue Region: Objects list

This shows all of the objects that are currently on the grid. You have the option of hiding or showing it. This can help you find specific things on a map.

Pink Region: Others

whatever objects you click on a map, the text "Nothing selected" will show the options for that object (e.g., parameters for triggers, width of a wall/movable).

Last updated