• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 15:30
CEST 21:30
KST 04:30
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Team TLMC #5 - Finalists & Open Tournaments0[ASL20] Ro16 Preview Pt2: Turbulence3Classic Games #3: Rogue vs Serral at BlizzCon9[ASL20] Ro16 Preview Pt1: Ascent10Maestros of the Game: Week 1/Play-in Preview12
Community News
Weekly Cups (Sept 8-14): herO & MaxPax split cups2WardiTV TL Team Map Contest #5 Tournaments1SC4ALL $6,000 Open LAN in Philadelphia7Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues29LiuLi Cup - September 2025 Tournaments3
StarCraft 2
General
#1: Maru - Greatest Players of All Time Weekly Cups (Sept 8-14): herO & MaxPax split cups SpeCial on The Tasteless Podcast Team TLMC #5 - Finalists & Open Tournaments Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues
Tourneys
WardiTV TL Team Map Contest #5 Tournaments Maestros of The Game—$20k event w/ live finals in Paris RSL: Revival, a new crowdfunded tournament series Sparkling Tuna Cup - Weekly Open Tournament SC4ALL $6,000 Open LAN in Philadelphia
Strategy
Custom Maps
External Content
Mutation # 491 Night Drive Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around
Brood War
General
BW General Discussion [ASL20] Ro16 Preview Pt2: Turbulence BGH Auto Balance -> http://bghmmr.eu/ ASL20 General Discussion Playing StarCraft as 2 people on the same network
Tourneys
Is there English video for group selection for ASL [ASL20] Ro16 Group C [ASL20] Ro16 Group B [IPSL] ISPL Season 1 Winter Qualis and Info!
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile General RTS Discussion Thread Nintendo Switch Thread Borderlands 3
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread The Big Programming Thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
The Personality of a Spender…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1312 users

Student Game Dev Part Eight - UI and the Editor

Blogs > Soan
Post a Reply
Soan
Profile Blog Joined August 2010
New Zealand194 Posts
January 17 2014 01:36 GMT
#1
+ Show Spoiler [Previous parts] +
Part One - It begins
Part Two - Technical Foundation
Part Three - Game Design
Part Four - Input and Physics
Part Five - More Physics Things
Part Six - Even More Physics
Part Seven - User Interface


This Week
Hello again TeamLiquid!

Welcome back to my blog about the development of The Adventures of Sam the Pirate, the 2D platformer I'm creating as the final game project for my Bachelor of Software Engineering degree. Last week I covered some of the User Interface work that I've done, and showed off a new piece of concept art. No new concept art this week, but I'll be going over the continued work on the user interface, and the start of work on the editor.

User Interface
As mentioned last week, the layout and other information for a specific interface layout is stored in a file. When I want to use a specific interface for a screen, such as a menu screen, the file is simply loaded, the UI system creates everything needed, and then it can be rendered over the top of everything else. Absolutely everything to do with the layout is stored. The number of UI elements like buttons and static images, the art used for each, their positions, their height and width, etc, everything needed to allow my UI system to create an interface that can be displayed.

As I mentioned in last weeks blog, I wasn't too sure how to give each button unique functionality without creating a different class for each button, which is inefficient and doesn't fit with my design goals of making things as generic and reusable as possible. I ended up doing what I talked about last week, using lua in a similar manner to how I used it in my debug console, which I talked about in a previous blog.

I could have also used the observer pattern, (where observers register with a button and can implement an OnClicked function or something similar, that is called anytime the button is clicked), but I'd totally forgotten about it, despite using it elsewhere and having seen it used in this manner before. Even if I had remembered, I'm not entirely sure I would have used it over the approach I have taken. While it would work, and both methods feel like they have about the same amount of work in them, I still prefer the lua method as it generally seems to fit with what I'm wanting to do. With the observer pattern, everything is done in code, but some changes would require a recompile of the project. With lua, I can change more things, like adding/removing UI elements, without having to recompile the code. It also feels like it would be easier to bring this code over to a new project and use it the system straight away.

With all the details for a layout being stored in a file, it is a bit of extra work in filling out all the details manually, and trying to manually position UI elements correctly, but as I was planning on creating a level editor, I've decided to simply expand the level editor by giving it the ability to edit interface layouts visually. More work now to save work later. This would also open up the possibility of giving the editor to an artist, so they can ensure that any UI art they have done is all positioned correctly and looking good.

Editor
Started work on my editor this week. As mentioned, initially it was just going to be a level editor, but with my work on the user interface stuff I've decided to add interface layout editing functionality, turning it into more of a generic editor to go with my framework.

I'm creating the level editor part first, as it will allow me to quickly create/edit levels visually, rather than trying to do them by hand, which is super important for saving time later. So far I've got a grid the size of the level being rendered, and you can scroll around it without going over the edges. This scrolling is done by holding the right mouse button down and moving the mouse around, but I'll probably look at adding scrolling by simply moving the mouse to the edges of the screen as well. I've also thought about adding a minimap, but that's pretty low priority at the moment.

The current plan is for a right click to bring up a menu, allowing me to change what tool I'm using, what tileset is being used for the art, etc. Tiles and other level elements like the player start position, enemy start positions etc is done with a left click. Hitting the Escape key would bring up a menu allowing me to save, load, switch editors, etc. A lot of this stuff would also likely be keybound, so I wouldn't necessarily have to open menus all the time. To make things a bit easier, I won't have to select the right tile piece, such as a corner for a corner, and simply be able to "paint" where I want platforms to be. To make sure the right tiles are selected for each square, I'll have an algorithm detecting the surrounding tiles and selecting the right piece of art. I'm not entirely sure this description will make sense to you, so once I have it all figured out I'll go over it in a future blog, with pictures!

Unfortunately for you, the reader, I'm not planning a public release of the editor at this time, so making the editor easy to use for someone who isn't me is not a big deal right now. I would like to potentially release it and allow for easy sharing of levels through something like the Steam workshop, or setup my own server for this, but there most definitely isn't time to do this right now. I'll have to see how things go after release and after I graduate.

What's next?
I'll continue working on the editor over the next week, the next step is to get tools working, and start being able to place tiles. This will include working on the algorithm to make sure that the right art pieces are selected for the correct tiles.

I should look at documenting what functions are available to Lua, as well as what they do, what their parameters are etc. Should also look at adding some more commands to the debug console, as I've been a bit slack and haven't added any since it was created.

I'd like to start showing off some screenshots, and soon video of the current state of the game as well, but unfortunately I'm a bit embarrassed about the art situation at the moment haha. Tiles and the main character are just white boxes with some text on them at the moment, so there isn't much to show off! Once I start to get more art and things start to take shape, keep an eye out for screenshots/videos!

Keep up to date!
Be sure to follow me on Twitter, and like the Facebook page to stay up to date on future content and blog posts when they happen. If you have any questions don't hesitate to ask, either through Twitter or Facebook!

0x64
Profile Blog Joined September 2002
Finland4567 Posts
January 17 2014 02:45 GMT
#2
You shouldn't probably do your own editor.
Just use http://www.mapeditor.org/ or something and put your focus on your game, not on tools that already exists.
Dump of assembler code from 0xffffffec to 0x64: End of assembler dump.
Soan
Profile Blog Joined August 2010
New Zealand194 Posts
January 17 2014 22:44 GMT
#3
I've got a few reasons for making my own.

1. We've got a development based capstone coming up, where we'll be required to make a tool or something of some sort. I figured an editor of some sort that I can use on my game would be where I'd best spend my time for that. We actually should've gotten the brief for this last week, but nothing yet. :/

2. It allows me to keep all the level formats and everything as I want, without having to learn, or possibly work around something else.

3. As a student, it's something I can put on my portfolio, on top of the game. Which I'm confident will be completed in some form.

4. I like the challenge!
0x64
Profile Blog Joined September 2002
Finland4567 Posts
January 18 2014 02:12 GMT
#4
While all your points are valid. My intuition tells me you are making a mistake.

The strongest point is 1.
but this Tiled map editor is open source, meaning that you could quickly edit it to support features customized for your game.

2. is lazy. You can check the format out in 20 min and decide if there is something wrong with it.

3. True, but now you end up rushing your editor, because you need it for your game. Focus 100% on your game, and the result should be better for your portfolio.

4. If you like the challenge, then take challenge as presented with 2.


I am playing a bit the devil's advocate as I do not think you are wrong in any way, just want you to have the argument for doing the opposite of what you are doing.

Anyway, best of luck with your project!
Dump of assembler code from 0xffffffec to 0x64: End of assembler dump.
Soan
Profile Blog Joined August 2010
New Zealand194 Posts
January 19 2014 19:04 GMT
#5
On January 18 2014 11:12 0x64 wrote:
I am playing a bit the devil's advocate as I do not think you are wrong in any way, just want you to have the argument for doing the opposite of what you are doing.


Yeah no worries, I've always felt it's good to have someone do exactly that, so thanks!
Please log in or register to reply.
Live Events Refresh
Monday Night Weeklies
16:00
#23
RotterdaM831
TKL 397
SteadfastSC355
IndyStarCraft 274
PiGStarcraft254
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 831
TKL 397
SteadfastSC 355
IndyStarCraft 274
PiGStarcraft254
UpATreeSC 88
ZombieGrub44
JuggernautJason41
MindelVK 40
Codebar 37
StarCraft: Brood War
Calm 2768
Shuttle 1432
EffOrt 923
Stork 374
Dewaltoss 177
ggaemo 177
Hyuk 118
Rush 109
hero 103
Mong 74
[ Show more ]
JYJ62
Mind 55
sSak 23
ajuk12(nOOB) 15
Shine 15
Movie 12
Terrorterran 11
yabsab 7
Dota 2
Fuzer 161
Counter-Strike
ScreaM1782
pashabiceps557
Stewie2K114
Heroes of the Storm
Liquid`Hasu402
Other Games
Grubby2820
FrodaN804
ceh9541
mouzStarbuck264
KnowMe158
C9.Mang0115
Trikslyr67
NeuroSwarm40
rGuardiaN37
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 22 non-featured ]
StarCraft 2
• kabyraGe 156
• davetesta11
• Psz 10
• Reevou 3
• IndyKCrew
• Migwel
• sooper7s
• AfreecaTV YouTube
• intothetv
• Kozan
• LaughNgamezSOOP
StarCraft: Brood War
• FirePhoenix14
• RayReign 7
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 3133
• masondota21921
• Ler118
Other Games
• imaqtpie877
• Scarra623
• Shiphtur232
Upcoming Events
OSC
4h 31m
Sparkling Tuna Cup
14h 31m
Afreeca Starleague
14h 31m
Light vs Speed
Larva vs Soma
2v2
15h 31m
PiGosaur Monday
1d 4h
LiuLi Cup
1d 15h
RSL Revival
2 days
Maru vs Reynor
Cure vs TriGGeR
The PondCast
2 days
RSL Revival
3 days
Zoun vs Classic
Korean StarCraft League
4 days
[ Show More ]
RSL Revival
4 days
[BSL 2025] Weekly
4 days
BSL Team Wars
4 days
RSL Revival
5 days
Online Event
5 days
Wardi Open
6 days
Liquipedia Results

Completed

BSL 20 Team Wars
Chzzk MurlocKing SC1 vs SC2 Cup #2
HCC Europe

Ongoing

KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL Polish World Championship 2025
IPSL Winter 2025-26
BSL Season 21
SC4ALL: Brood War
BSL 21 Team A
Stellar Fest
SC4ALL: StarCraft II
EC S1
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
MESA Nomadic Masters Fall
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.