After releasing Fool's End on Steam, I knew that my level design process could be sped up with a custom level editor.
While GameMaker's default level editor doesn't allow easy customisation, and features like my code-based tiling system were not visible without running the game.
So before gearing up production for a sequel, I decided to make my own level editor.

GOALS
-To make a level editor that can be easily adapted for making other 2D platformer games going forward.
-Must include the full tool set required to make a Fool's End level and easily add on new features.
-Make the level editor simple enough for people to make their own levels via Steam Workshop (think Mario Maker complexity).
CONSIDERATIONS
-Gravity is a core mechanic in the game. By default, gravity it switched off in game but can be toggled on to simulate physics if the level designer desires.
-Zoom level of the editor was initially the same as gameplay perspective. Decided to zoom it out twice as much to give the designer more perspective.
-Gravity is a core mechanic in the game. By default, gravity it switched off in game but can be toggled on to simulate physics if the level designer desires.
-Zoom level of the editor was initially the same as gameplay perspective. Decided to zoom it out twice as much to give the designer more perspective.
KEY TOOLS
Damager: instead creating preset game objects for each level of damage, I can now dynamically damage tiles while editing levels.
Dynamic room resizing: Click an arrow to decrease or increase Room Height and Room Width.
Biome switching: Can click a simple arrow to alternate between the game's 3 biomes. Wouldn't be possible without the game's dynamic tiling system.
Gravity simulation: Toggle gravity on and off to simulate the game's physics in editing mode.
Damager: instead creating preset game objects for each level of damage, I can now dynamically damage tiles while editing levels.
Dynamic room resizing: Click an arrow to decrease or increase Room Height and Room Width.
Biome switching: Can click a simple arrow to alternate between the game's 3 biomes. Wouldn't be possible without the game's dynamic tiling system.
Gravity simulation: Toggle gravity on and off to simulate the game's physics in editing mode.

Gravity simulation in editor.

STILL IN DEVELOPMENT
Background decal tiles: These are still manually painted on using GameMaker's default tiling system. Currently deciding where to allocate UI space for that.
Steamworks: Can upload and download levels via Steamworks already, but I have not developed the user interface for choosing levels to play and rating them.
Background decal tiles: These are still manually painted on using GameMaker's default tiling system. Currently deciding where to allocate UI space for that.
Steamworks: Can upload and download levels via Steamworks already, but I have not developed the user interface for choosing levels to play and rating them.
