Level Director - Level creation tool for windows

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retrofitProductions
User offline. Last seen 2 hours 37 min ago. Offline
Joined: 1 Sep 2012

Hi LairdGames,

1) if you're using Windows 7 X64 or Vista you will need to run Level Director as an Administrator (right click on icon and click 'Run as Administrator').
You should then be able to use the examples ok.

2) To add an image, you need to add an asset. The asset panel is on the left and you should see a paper type icon at the bottom, this is the add asset button.
Select your image and it will be added to the asset panel.
You can then simply drag your assets onto your layer.
Note: if you have multiple layers then you must select the layer first from the layer window so it knows which layer to add the asset to.

I hope this helps, let me know if you have anymore questions.

Thanks

LairdGames
User offline. Last seen 2 days 18 hours ago. Offline
Joined: 28 Oct 2011

THANK YOU! for the info and the speed of response! I got it. I am having another issue which I am sure I am doing wrong (sorry for being dense today!) The test app crash because it cannot find the field "LoadAssets"? I copy/past the files main, config and build to a new folder (test folder) then change the line in main as:

levelDirector = require ("New Level")

I export the project and then run the simulator from the LD.

I am sure I am doing something but what?

Thanks again. I think I will have a lot fun with this tool once I get the hang of it:)

Mo

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Windows simulator build date: Nov 15 2012 @ 11:08:01
 
 
Copyright (C) 2009-2012  C o r o n a   L a b s   I n c .
        Version: 2.0.0
        Build: 2012.971
Runtime error
        c:\users\clairdm\desktop\mytest\main.lua:22: attempt to call field 'Load
Assets' (a nil value)
stack traceback:
        [C]: in function 'LoadAssets'
        c:\users\clairdm\desktop\mytest\main.lua:22: in main chunk
Runtime error: c:\users\clairdm\desktop\mytest\main.lua:22: attempt to call fiel
d 'LoadAssets' (a nil value)
stack traceback:
        [C]: in function 'LoadAssets'
        c:\users\clairdm\desktop\mytest\main.lua:22: in main chunk
 
Copyright (C) 2009-2012  C o r o n a   L a b s   I n c .
        Version: 2.0.0
        Build: 2012.971
Runtime error
        c:\users\clairdm\desktop\mytest\main.lua:22: attempt to call field 'Load
Assets' (a nil value)
stack traceback:
        [C]: in function 'LoadAssets'
        c:\users\clairdm\desktop\mytest\main.lua:22: in main chunk
Runtime error: c:\users\clairdm\desktop\mytest\main.lua:22: attempt to call fiel
d 'LoadAssets' (a nil value)
stack traceback:
        [C]: in function 'LoadAssets'
        c:\users\clairdm\desktop\mytest\main.lua:22: in main chunk

DavidRangel
User offline. Last seen 18 min 22 sec ago. Offline
Staff
Joined: 27 Oct 2010

Hey Everyone - I just created a new forum just for Level Director, and moved this thread under it. Just FYI.

LairdGames
User offline. Last seen 2 days 18 hours ago. Offline
Joined: 28 Oct 2011

I must be dense but I am trying to figure out to best start a new project with Level Director. I am assuming I need to make my own main.lua (and config, build) LD seems to produce a level.lua fine but I try to run in the simulator, it says he cannot find the main.lua in LevelTestFolder/Images/main.lua? Not sure why LD is looking main.lua in the Images folder? I probably setup something wrong. Maybe I do not understand what LD is really about:)

Any suggestions on how to actually start a new project rather than just starting from the example?

Thanks again and sorry for all these questions!

Mo

retrofitProductions
User offline. Last seen 2 hours 37 min ago. Offline
Joined: 1 Sep 2012

Hi Mo,

It sounds like you are having some trouble but setting up your first project can be tricky.

You're correct, you do need to create a main.lua file but I've just added to my todo list to detect if one exists and create one for you.

I think you have copied a main.lua file from an example that uses the asset management feature hence why you get the error i.e. your export does not contain this function as this needs to be turned on in the export settings under tools->options.

The best place to start is to copy the example1 project folder and rename it to whatever you want.
Comment out the code after the CreateLevel call.
Export your level to this folder and call it 'level' and try running the project (if you use a different name then change it in the main.lua file in the require line).

In the images folder remove the current images from the example and replace with your own.

The image sub folder is optional (see export settings) and just allows you to set this in the config.lua file. If you do not set this it will look for your images in the project root folder.

Give this a try and let me know how you get on.

In a future release I will try and make this a simple process when starting a new project.

Thanks.

LairdGames
User offline. Last seen 2 days 18 hours ago. Offline
Joined: 28 Oct 2011

Hello,

THANKS so much! It worked. I was wondering about couple things (sorry, it is the first time I have used a level maker)

1- I know there is limit on the number of images (10 I believe) in the trial version. I had put more than that and I see that the last ones are shown. I then remove some and even renamed to make sure is under 10 but I still cannot see them? Is that normal? Do I need to start a new project?

2- I am assuming I need to use Lua code to make some objects on the scene spawned randomly?

3- Can you talk more about "animation sequences" how to use them?

In any event, this is a great tool!

Mo

retrofitProductions
User offline. Last seen 2 hours 37 min ago. Offline
Joined: 1 Sep 2012

Hi

I'm pleased you got it working.

Yes the trial version does restrict you to 10 assets but there are some loop holes when using sprite sheets, this has been addressed in the next version. In case you wanted to purchase the full version there is a $5 off code LD5OFF which is valid until the end of December.

If you want to spawn objects randomly then I suggest you use the export asset feature which gives you a function to spawn a object by its name, check out the examples, but remember you will need to set the export asset to on in tools-options.

Animation sequences require you to load a sprite sheet i.e. an asset that contains multiple frames. you set this when prompted for width and height.
a sequence then needs a name, start frame which would normally be the selected frame , the number of frames and speed.
Again if you look at the example with the dog running this demostrates animation sequences. The main.lua shows you how to prepare the sequence and play it.

Let me know how you get on.

LairdGames
User offline. Last seen 2 days 18 hours ago. Offline
Joined: 28 Oct 2011

Thank you for all your help! I tried to enter the discount code LD5OFF but for some reason it says it is invalid?

Mo

retrofitProductions
User offline. Last seen 2 hours 37 min ago. Offline
Joined: 1 Sep 2012

Apologies it is actually 5OFFLD

LairdGames
User offline. Last seen 2 days 18 hours ago. Offline
Joined: 28 Oct 2011

THANKS! I bought it. I am still waiting for the email with the licence key. Not sure how long that takes. I am just worry that I gave you the wrong email since it is different from the one on my Paypal account. You can send it to my Paypal account email or here:

lemsim @ gmail .com

Thanks.

Mo

retrofitProductions
User offline. Last seen 2 hours 37 min ago. Offline
Joined: 1 Sep 2012

That is strange as it should be emailed to you automatically.
I will get the key sent to you as soon as I get back to the office.

Thanks.

LairdGames
User offline. Last seen 2 days 18 hours ago. Offline
Joined: 28 Oct 2011

Thanks! Yes please send it to the above email. Can't wait to "play" with it!

Mo

retrofitProductions
User offline. Last seen 2 hours 37 min ago. Offline
Joined: 1 Sep 2012

Hi Mo,

I sent you an email with the license key, let me know you received it ok.
Also, you may want to check your junk/spam folder if you don't see it.

Thanks.

LairdGames
User offline. Last seen 2 days 18 hours ago. Offline
Joined: 28 Oct 2011

Thanks so much! Yes I got it and it works great. I am having so much fun playing with the tool and thinking about future games using LD. I know it will make it much easier to design them now with LD. I really like how you can quickly see the effect of changes. The only thing I can think of making this tool is even better is more documentation on all the great features. I know that i am using probably only 10% or less what I can do with LD!

Congrats and thank you for coming up with such a great tool.

Mo

retrofitProductions
User offline. Last seen 2 hours 37 min ago. Offline
Joined: 1 Sep 2012

Hi Mo,

Glad you got the key ok and are enjoying using LD.
You are right though I do need to spend some time on the documentation which i will update and I have plans to do some video tutorials in the new year too.

Thanks and happy new year.

retrofitProductions
User offline. Last seen 2 hours 37 min ago. Offline
Joined: 1 Sep 2012

Level Director 1.8.1 Released at http://www.retrofitproductions.com/level-director

* Bezier curves can now be flipped on the X and Y axis by pressing the X or Y key on a selected curve.
* A padlock is now displayed on locked objects.
* Changed restriction on free edition so an unlimited number of objects can be added but only 5 exported.

retrofitProductions
User offline. Last seen 2 hours 37 min ago. Offline
Joined: 1 Sep 2012

Just a minor release but Level Director 1.8.2 released at http://www.retrofitproductions.com/level-director

* Improved Bezier export so each curve is in its own display group so the standard display properties can be applied.

nosty
User offline. Last seen 6 weeks 1 hour ago. Offline
Joined: 7 Nov 2012

Hi,
Is it possible to add import complex sheet generated by TexturePacker (sheet.png + sheet.lua) as assets?
Now I must work with individual images in Level Director and next manually correct lua file generated by LD. It's uncomfortable...

retrofitProductions
User offline. Last seen 2 hours 37 min ago. Offline
Joined: 1 Sep 2012

Hi Nosty,

As you're aware LD does not currently support complex sprites only fixed size sheets.
I have added this to my todo list though as I think it would be a nice feature to support.

I think TexturePacker has the option to export the sprite sheets in a fixed size but I appreciate this is not ideal if you have many sprites of varying sizes.

I'll keep you posted.

Thanks.

retrofitProductions
User offline. Last seen 2 hours 37 min ago. Offline
Joined: 1 Sep 2012

Coming Soon - Joints

I may need some beta testers as I have not worked with joints before so testing the output is proving difficult.

retrofitProductions
User offline. Last seen 2 hours 37 min ago. Offline
Joined: 1 Sep 2012

Level Director v1.9 (Beta) can be downloaded here;
http://bit.ly/11VN5C2

This has basic joint implementation by clicking the joint button and then selecting two objects that need to be joined.

1.9.0 (Beta)
* Exclude ‘require config’ from export if not required.
* Added checkbox ‘Auto Load Last Level’ to options to auto load your last level on startup.
* Corona launch button now automatically exports the level to the last saved file before running the simulator.
* Fixed issues with resizing circle objects.
* Show bodies (on layer properties) for vector objects now implemented.
* Basic Joint functionality added - still some issues with pulley and gear joints.
- Click ‘Joint’ button on toolbar then select source object followed by destination object.

Please try it out and let me know what you find.
Thanks.

LairdGames
User offline. Last seen 2 days 18 hours ago. Offline
Joined: 28 Oct 2011

Cool to know about the new update! I frankly did not much time yet to start a new app with it but I am curious how you will approach the issue of having a very long scene (like in an endless runner type game) where there is parallax scrolling is involved? Can Level Director can deal with this time of issue or I shall deal with it strictly from Corona side?

Another thing I am really looking for is more doc and tutorial! We developers love documentation/video tutorials LOL

Thanks again.

MO

retrofitProductions
User offline. Last seen 2 hours 37 min ago. Offline
Joined: 1 Sep 2012

Hi Mo,

I've started some video tutorials so hopefully they will be completed very soon.

With regards to creating long levels you probably need a combination of Level Director and Lua code.
I would decide how many layers you want and add a user property to each layer to determine the parallax scroll speed.
On the level simply change the canvas size to a super long width and start adding your images to each layer.

Level Director is not an engine or api so you will need to handle the code to scroll the layers accordingly but this is quite simple because you can read the parallax speeds from the layer properties and because each layer is a display group you could simply modify the
layer["layer_name"].x property and it will move.
There is a good parallax library somewhere on the corona site which might help.

For a truely endless type game where the level would simply not fit in memory you will need to have more control over the scroll engine and start repeating backgrounds n times before changing the image but this becomes more complicated.

retrofitProductions
User offline. Last seen 2 hours 37 min ago. Offline
Joined: 1 Sep 2012

Hi Mo,

Have you checked out the 'Asset' example that comes with Level Director?
This shows a simple example of how the grass is scrolled repeatedly and the birds are added on the fly.
It might give you some tips.

I'm also in the process of creating an export from template option which should really open up the options to how you want the data exported.

LairdGames
User offline. Last seen 2 days 18 hours ago. Offline
Joined: 28 Oct 2011

THANKS!!! That 's really helpful. I have to admit that he did not have much time to play with Level even so I really want to do that. I will look at the example.

Thanks again.

Mo

ps: Can't wait for the video tutorials!

retrofitProductions
User offline. Last seen 2 hours 37 min ago. Offline
Joined: 1 Sep 2012

No problem.

Creating the video tutorials are harder than I thought, as soon as I hit the record button I mess it all up and can't speak, Lol.

LairdGames
User offline. Last seen 2 days 18 hours ago. Offline
Joined: 28 Oct 2011

LOL! I know what you mean. I found that having a script before end helps. a lot. At least for me. And do not worry about it, we just want to learn so no biggie!

Mo:)

BrightWaveGames
User offline. Last seen 20 hours 9 min ago. Offline
Joined: 10 May 2011

[edited] -- figured out my issue

retrofitProductions
User offline. Last seen 2 hours 37 min ago. Offline
Joined: 1 Sep 2012

@BrightWaveGames , thanks for purchasing Level Director and I'm glad you figured out your installation issue.

Let me know if there is anything else I can help you with.

Thanks

retrofitProductions
User offline. Last seen 2 hours 37 min ago. Offline
Joined: 1 Sep 2012

A user discovered that there are some hard-coded paths (oops) in the asset example, if you have encountered this problem please replace the asset.ldf file with this version;

http://www.retrofitproductions.com/wp-content/uploads/2013/02/Asset.rar

This will also be fixed in the next release.

Thanks

retrofitProductions
User offline. Last seen 2 hours 37 min ago. Offline
Joined: 1 Sep 2012

Hi, I've uploaded my first video tutorial for level director;

http://youtu.be/5P4wrAdqu1M

More to follow.

LairdGames
User offline. Last seen 2 days 18 hours ago. Offline
Joined: 28 Oct 2011

Fantastic video! Love the British accent...LOL. Even so it was a basic I learn a lot. I did not know you could switch to physics mode view. Nice.

Please, love to see more advance ones and more talk about how the code generated and to best use it. Maybe one about scrolling a bigger world than the actual screen...

Great start! THANK YOU!

Mo

retrofitProductions
User offline. Last seen 2 hours 37 min ago. Offline
Joined: 1 Sep 2012

Thanks Mo.
Yes I thought I would give a basic overview to start with and then move onto some more advanced features.

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