TeeUniverse Editor

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necropotame
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TeeUniverse Editor

Post by necropotame » Tue Feb 07, 2017 2:43 pm

Hi!

I'm working on a new map editor for TeeWorlds/DDNet. It's not a mod or a modification of TeeWorlds, it's a completely new program that actually contains only the editor. Here is a screenshot of the last version:
Image
Image
I invite you to test it and give me your feedback on GitHub or IRC, so I can improve it :)

Website: teeuniverse.net
How to start to map: Basic walkthrough through map editing
GitHub project: teeuniverse/teeuniverse
IRC: irc.quakenet.org#teeuniverse

New features that are not in the classical editor:
  • Undo/Ctrl+Z to get back your map in its previous state (not all actions are using it, but it works for tiles/quad editing)
  • Support of mods: you can create maps for DDNet, InfClass, FNG2 or foot with the appropriate entities
  • New type of layer: object layer, to create curves and complex shapes. This layer is automatically converted into quads when you export your map
  • Easier quad manipulation: you can drag and drop quads, change the rotation of the quad or the size just using your mouse. You can also set a color to an entire quad
  • [*/]
  • Easier quad creation: just press right-click to open the image, and select the part of it that you want to place in your map
  • Multiple map edition: you can open several maps and copy element from one to the other one
  • Dilate and add_border functions directly in the editor
  • ...
Features that are still missing (but that will be implemented soon :) )
  • Speedup layer
  • Animations
  • Automatic tiling
  • "Proof" button
  • ...
Concept that are different from the classical editor
  • The game layer is splitted into "entities" and "zones". The first one represent pickups and spawn, and the second one areas like death-zone or freeze-zone
  • The editor can import and export TeeWorlds maps, but your "project" must be saved into a package (.tup) to not loose any data.
  • A package can relies on an another package with a system of dependencies. So if the artist change his tileset, just replace the appropriate package and all maps that rely on this tileset will be updated.
  • To tile, you only need the right-click, not spacebar

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Ryozuki
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Re: TeeUniverse Editor

Post by Ryozuki » Tue Feb 07, 2017 4:07 pm

Looks cool.

Oblique.
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Re: TeeUniverse Editor

Post by Oblique. » Tue Feb 07, 2017 9:00 pm

Fucking awesome necropotame, thanks for your work.
A is for Apple.

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Seba0006
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Re: TeeUniverse Editor

Post by Seba0006 » Wed Feb 08, 2017 11:07 pm

Looks awesome , But when i try to start it says " The program can't start because libgcc_s_sjlj.dll is missing from your computer. Try reinstalling the program to fix this problem. " , Same with win-32 version
Image

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Ryozuki
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Re: TeeUniverse Editor

Post by Ryozuki » Wed Feb 08, 2017 11:58 pm

@necropotame maybe this helps you http://stackoverflow.com/a/12922118/7310722 to fix the above error

Index
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Re: TeeUniverse Editor

Post by Index » Thu Feb 09, 2017 10:10 am

I guess, you can't just start it like a normal program. It's not compiled yet. So you have to do that on your own first, else you get all these error messages. (Correct me if I'm wrong, just quickly read github description :p)

However, this looks really well done.
Thanks for your work, its definitely impressive :3

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Ryozuki
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Re: TeeUniverse Editor

Post by Ryozuki » Thu Feb 09, 2017 2:10 pm

Index wrote:I guess, you can't just start it like a normal program. It's not compiled yet. So you have to do that on your own first, else you get all these error messages. (Correct me if I'm wrong, just quickly read github description :p)

However, this looks really well done.
Thanks for your work, its definitely impressive :3
Nah, necropotame just needs to link the missing library and compile/release again

necropotame
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Re: TeeUniverse Editor

Post by necropotame » Thu Feb 09, 2017 6:38 pm

Thanks for your help. My problem is that I want to compile it from Linux using mingw, but it compile it only in SJLJ, while the ICU libraries is only is DWARF2. I was happy to found a version on MinGW for linux that compile in DWARF2, but it seems to fail. I will redo the binary again :)

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Re: TeeUniverse Editor

Post by rafaelff » Sun Feb 19, 2017 1:29 pm

necropotame, I notice this project's github descript mentions it is a game. Are you planning it as a mod/fork of Teeworlds, or solely as an enhanced map editor?

necropotame
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Re: TeeUniverse Editor

Post by necropotame » Mon Feb 20, 2017 8:57 am

You are right, the idea of TeeUniverse is to be a game of the kind of TeeWorlds, but with mod support. I'm starting with the editor, but a server and a client will come too. I want TeeUniverse client to be able to play on several TeeWorlds game and mods, including DDNet and Ninslash. I've written everything in a way that nothing is hard coded, and this will be the case for animations, collision and client/server protocol too. This is why TeeUniverse can edit map from different mods and still display to appropriate "entities".

Here is a preview of the auto-tiling system that will comes in the next release :)

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