DETAILS - Make your platform game 3d. - Many levels ready to play. - Level editor with various objects, enemies and traps. - 5 themes: park, lava. Ein Level-Editor (auch bekannt als Map-, Kampagnen- oder Szenario-Editor) ist eine Software, mit der Levels, Maps, Kampagnen usw. und virtuelle Welten für. Ein Karteneditor (auch Leveleditor oder Mapeditor genannt) ist ein Computerprogramm für das Leveldesign, mit dem man Level oder Missionen in.
Level-EditorNach den neusten, meistverkauften oder reduzierten Produkten auf Steam mit dem Tag "Level Editor" suchen. Topseller. Ein Level-Editor (auch bekannt als Map-, Kampagnen- oder Szenario-Editor) ist eine Software, mit der Levels, Maps, Kampagnen usw. und virtuelle Welten für. STORY In this super platform game with level maker, you control Mr Maker a young builder who is learning to work. With the help of a magical hammer and his.
Level Editor Similar games VideoСоздаём мини свою игру на андроид!! В (MR Level Editor)!
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The shape and art limits also differ from the flash version; in fact, they are the limits that were previously put in the browser level editor, which were and , respectively.
His x-coordinate will be , while his y-coordinate will be by default. The smallest possible shape is a 3. Since no keyboard is available to execute controls such as rotation, another way to move objects around, as well as rotate them, has been made exclusively for the Happy Wheels app in order to bypass this problem.
The larger one can be used to rotate the object, while the smaller one can be used to move the object around.
In addition to this, 10 buttons are found on-screen which can change things to the level, as well as things in the level:.
This button, which is found on the top-left corner of the screen, contains 10 options, in which some change the way something works in the level, while others do something to the level itself:.
This button, which is found next to the editor menu button, allows you to test what you have made. When testing a level, the pause button is replaced with a button with an "x" in it; this allows you to stop testing the level and return back to the level editor.
This button allows you to toggle between being able to zoom in and out, and being able to select objects. This button, which is located in the bottom-left corner, will delete any selected shapes once it has been pressed on.
Any items that have been copied can be pasted into the level editor, giving an exact replica of the original shape s.
Once this button has been pressed, you are given a list of all the possible backgrounds that you can use in your levels.
There are six of them:. Basically, this button shows you the properties of a selected item. In the mobile version, shapes are the ones with the most options.
There are differences regarding the properties of shapes in the mobile version from the flash version:. Firstly, angles go up to , so no negative numbers are present when it comes to rotation.
Second, the way colors are selected is through three slider options, where one of them gives its own level of red, the second one for green, and the last one for blue RGB.
The sliders have whole number values, ranging from 0 to , with black meaning that all of the sliders are set to 0, while white means that all of the sliders are set to The next thing is that the slider option for opacity is notated as the letter 'a', but the values still go from 0 to Finally, collision settings only go up to 6, while in the browser version, they go up to 7.
If you select the main character, you can then press this button to change the character, force the character, or hide the vehicle of the character.
There are six characters that you can play as in the level editor. Here, you are presented with a list with all the possible items that you can put in your level.
It is very similar to the special items list in the flash version, except for the fact that shapes are included; a lot of items are missing; and one item is exclusive only to the mobile version.
In addition to this, there is a small image of what an item looks like next to its name. Level design for each individual level in a modern game typically starts with concept art, sketches, renderings, and physical models.
A level editor may be distributed as a complete stand-alone package, at times, rivaling commercial 3D modelling software.
The first level of the game usually designed to get players to explore the mechanics of the game, notably in World of Super Mario Bros. Cut scenes may be triggered by events in a level, but require distinctly different skills, and may be created by a different person or team.
The Level Design Process may be iterated several times before achieving the desired outcome. Level design is necessary for two primary purposes - providing players with a goal  and providing players with enjoyable play experience.
Good level design strives to produce quality gameplay, provide an immersive experience, and sometimes, especially in story-based games, to advance the storyline.
Skilled use of textures and audio is necessary to produce immersive player experience. Levels are generally constructed with flow control in mind,  that is directing the player towards the goal of the level and preventing confusion and idling.
This can be accomplished by various means. Often the level layouts features power-ups and items aligned in path and combinations that collecting them inevitably progresses the game and advances the story-line.
This is one of the basic player direction technique and is most often seen in platformers. Lighting and illumination, as well as distinctly coloured objects are often used to unambiguously steer the player towards the correct path.
Similarly, clearly marked choke-points can be introduced. Another method is strategic placement of obstacles and aesthetic environment props, that direct the player's attention to "clear" paths instead.
This is often used in closed, "stuffed" environments. Levels may be designed to force the players to explore the map and advance.
Most RTS maps give each player a starting base, but will have resource distribution and terrain features designed to draw players out of their base and engage each other.
Teamplay maps can provide noticeable advantages to one team over another, when designed poorly. A level designer is a game designer who creates environments and scenarios using a level editor and other tools.
Video game programmers usually produce level editors and design tools for the designers to use. This eliminates the need for designers to access or modify game code.
As opposed to the level editing tools sometimes available to the community, level designers often work with placeholders and prototypes aiming for level consistency and clear layout before required artwork is produced by game artists.
Many level designers have skills as both a visual artist and game designers ,    although in recent years the responsibility for visual, structural and gameplay related tasks has been increasingly divided among several specialists.
A wide variety of tools may be used by someone designing and creating a level. Although it is faster to design models and textures with general purpose multimedia creation tools, games usually require the data to be in a unique format suited for that game's engine.
For this, specific compilers and converters of models, textures, and audio data may be required to lay out a level. Sometimes, professional 3D editing software , such as 3D Studio Max , Blender , AutoCAD , Lightwave , Maya , Softimage XSI or Grome is used, usually customized with a special plugin developed for the specific game.
A level editor also known as a map , campaign or scenario editor is a game development tool used to design levels, maps, campaigns and virtual worlds for a video game.
An individual involved with the creation of game levels is a level designer or mapper. In some cases, the creator of a video game includes built-in level editing tools, for example, a track editor for a racing game.
Other times they may release an official level editor for the game as a separate application. Game controls.
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Visit the Y8 Forum. Go to Forum Hide. You can name markers, give them descriptions and certain colors. You can add positions, scale, color, or whether you want it to grow or shrink to the bass, treble, and by how much.
When you click on an object, you can see its keyframe timelines. These timelines control the four different properties of the object over time.
POSITION, SCALE, ROTATION, and COLOR. Each one has a keyframe that determines how the object starts off. Continuing from the last section, an object starts off in the middle of the screen.
X2 Y2. Two units long, two units wide. The first object always has to be the helper, which warns people about the attack. Depending on the attack, these helpers are usually a few seconds long.
When you put in your helper, you could call it The Laser Helper. Then check the Helper box. Make the helper look exactly like how the laser is going to look.
Go to scale, and set Y scale to It will just bluntly appear on the screen, and looks sloppy. So right click on the Scale timeline, and set its starting scale to 0, 60 to 2, And it should take a second or less to appear.
The object grows vertically, but you can also make it grow horizontally. Now, the helper has been made, but what about the actual laser?