- #HOW TO MAKE SPAWING POINTS IN STARCRAFT 2 EDITOR HOW TO#
- #HOW TO MAKE SPAWING POINTS IN STARCRAFT 2 EDITOR FULL#
#HOW TO MAKE SPAWING POINTS IN STARCRAFT 2 EDITOR FULL#
Green hills features a background similar to that in Happy Green Hills, while City features a background full of buildings, similar to the buildings available as special items. The available backdrops are blank, green hills, and city. This menu only includes two options: the level backdrop and the background color.
Test Level: This allows one to play their level in its current state as if it were a finalized user level, allowing them to check for bugs and make sure the level works as it is supposed to.The level editor dropdown menu appears in the top-left corner of the level editor. The smallest possible shape made by the shape tool is a 5 x 5 circle, and the biggest is a 5,000 by 5,000 rectangle. The smallest possible shape in the editor is a 2 x 2 polygon triangle, while the biggest possible shape is a 20,000 x 10,000 polygon shape that takes up the entire map. The camera will automatically be at that location upon entering. His default starting x-coordinate is 300, and his default starting y-coordinate is 5,100. The left side controls what feature is currently being used, but by default, it will not be on any.Ī character must always be present in the stage, so Wheelchair Guy will be the default character when entering the level editor. When entering the level editor, the help box to the right will show a welcome message.
#HOW TO MAKE SPAWING POINTS IN STARCRAFT 2 EDITOR HOW TO#
The level editor has a shape limit of 900, and an art limit of 10000 (see below to find out how much an object takes up in shapes or art, and how to increase the art and shape limits). The level editor features a large 20,000 x 10,000 "stage" that can be used, with the outer edge featuring a thick, default-blue wall. 15 Differences in Public and Level Editor Levels.Bounding volume collision detection with THREE.Building up a basic demo with Pla圜anvas.Building up a basic demo with Babylon.js.Using WebRTC peer-to-peer data channels.An alternative method would be to split the tilemap into big sections (like a full map split into 10 x 10 chunks of tiles), pre-render each one off-canvas and then treat each rendered section as a "big tile" in combination with one of the algorithms discussed above. In fast games that might still not be enough. That means that the map only needs to be redrawn on canvas when the scrolling has advanced one full tile - instead of every frame - while scrolling. A better way would be to create a canvas that is 2x2 tiles bigger than the visible area, so there is one tile of "bleeding" around the edges. One way consists of drawing the section that will be visible off-canvas (instead of the entire map.) That means that as long as there is no scrolling, the map doesn't need to be rendered.Ī caveat of that approach is that when there is a scrolling, that technique is not very efficient. Of course, if the map is large this doesn't really solve the problem - and some systems don't have a very generous limit on how big a texture can be. One simple technique consists of pre-rendering the map in a canvas on its own (when using the Canvas API) or on a texture (when using WebGL), so tiles don't need to be re-drawn every frame and rendering can be done in just one blitting operation. The first approach, as discussed above, is to only draw tiles that will be visible. Usually, some techniques need to be implemented so scrolling can be smooth. The tile atlasĭrawing scrolling tile maps can take a toll on performance. Think about any game that uses regularly repeating squares of background, and you'll probably find it uses tilemaps. Some popular games that use this technique are Super Mario Bros, Pacman, Zelda: Link's Awakening, Starcraft, and Sim City 2000. This set of articles covers the basics of creating tile maps using JavaScript and Canvas (although the same high level techniques could be used in any programming language.)īesides the performance gains, tilemaps can also be mapped to a logical grid, which can be used in other ways inside the game logic (for example creating a path-finding graph, or handling collisions) or to create a level editor. This results in performance and memory usage gains - big image files containing entire level maps are not needed, as they are constructed by small images or image fragments multiple times. Tilemaps are a very popular technique in 2D game development, consisting of building the game world or level map out of small, regular-shaped images called tiles.