Paradigm 2D World Builder (XNA Based 2D Tile / World Editor)

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Uploaded by on Dec 27, 2009

*Best viewed in HQ*

This video demonstrates the current progress on my tile based level editor being written in C# using Microsoft XNA Studio 3.1.

The editor currently supports unlimited map layers, object based entity drawing with occlusion, particle emitters, portals, animated tiles, and a basic plugin architecture.

The editor then exports the map into an XML file.

The next iteration of this editor will support a dynamic amount of layers with full occlusion.

-Daniel

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Gaming

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Standard YouTube License

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Uploader Comments (dsoltyka)

  • So... when you say "virtual z buffer" do you mean that it can tell which object should be on top when two entities overlap? I can see how (because of the view angle) that whatever is higher on the screen is further away... But what about when their vertical value is the same? Is it just whichever was created last is on top or what?

  • @aytches The way I approached that is to not allow two entities with identical Y values to overlap each other. Otherwise, yes there would be no way to differentiate. This seems to work out well as when entities with identical Y values overlapped it looked pretty terrible anyway.

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All Comments (10)

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  • Did you draw those epic sprites?

  • EPIC! Would it be possible to get a download please?

  • you should apply a seamless filter to your grass tile. in a program like gimp, it's

    filters -> map -> make seamless

    it's only a few clicks and your grass tiles won't look like a matrix of individual grass tiles anymore XD

  • Wow this is really impressive! Major props to you for creating this, very inspiring!

  • @dsoltyka yeah, i guess that makes sense... it wouldn't look right anyway.

  • Great stuff man!

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