XNA LED is a C# level editor created with XNA using xWinForms and outputs an XML file which you can load into your project using the Scene.cs class included in the source. You can load any number of images from any file supported by XNA, and transform them
in real time.
UPDATE** As of 9/12/09, I am still working on this project. I have been working with some ideas for the 3D Editors also, and it will be coming soon. I'm designing the application in Visual C# MFC now.
XNA LED is currently being developed alongside an XNA RPG and a gravity changing game and is trying to provide a full set of tools for game developers. These games are being developed using this and being updated by the team who makes these games. I will post
links to these games as they are released. Also, any links to games you guys make using this would be greatly appreciated. If you use this, please tell me! And if you need support, I should be able to help, if you post a bug report or talk in discussions.
Also, if you want to help with either game being developed alongside the editor or with the editor itself, help would be greatly appreciated. If you wish to help you can start on any feature you want, or help with debugging it. Also, after the features in
the road map are implemented, i'll start porting the XML loader to different languages. Also, if you need a port right away, I will be able to help! I've used a lot of languages and libraries before, and am willing to learn more, so just email me with
what you are using and we can get started. Also, we're in dire need of documentation! It's pretty simple to figure out, but who knows? Some people may not be able to figure it out. O_o
Email me at: firstname.lastname@example.org or CHowe@emberstudios.net (if you are really serious about something use the right one, if you feel like being 1337 use the left one) =p
These are the current features implemented:
-Dynamic loading of textures during runtime
-Transformations like move, rotation, and scale
-Panning the screen
-Uses xWinForms for GUI
-Save and load from an XML file
-Add Scene.cs class to your game for easy loading of levels
-Just port Scene.cs to any language to be able to use the XML files in that language
This is the roadmap:
-Change GUI to Microsoft Forms (File selectors!)
Use Microsoft Forms for the UI, using a menu at the top and tabs on the left that have various options, as well as a status bar at the bottom. The status bar will be helpful for undo and redo, seeing the last action that you performed.
Create a tab on the right that lets you control various properties of each object. Useful for creating gameplay realated stuff.
-Copy, Paste, Redo, Undo
Full copy, paste, redo, and undo support!
-Show the snapping grid
Makes it easier to use snapping and create tile based games.
-List of all objects in the scene
Scenegraphs, easy renaming of objects, you can't lose an object by accident
-Pressing f to pan the camera to an object
Hence the list of objects. Makes it even easier to edit huge levels
-2D Terrain editing/painting
Just amazing for platforming games. Lets you define it in 2d or 2.5d. Paint on textures and use multiple maps. May support bump mapping.
Place models, create 2.5d games! Start for 3d editing.
Editing.... in 3d! Also plan to make a 3d terrain editor, as well as port every other feature to 3d. You will be able to create 2d or 3d scenes in the editor, and there will be the ability to, for example, use the 2d editor for GUI editing. You will be able
to import a variety of 3d models.
-Entity Editor, placing entities in the Level Editor
The Entity editor lets you create an entity, sort of like a class, that lets you define physics shapes, mount points, animation properties, and so on. Maybe we will even create the ability to use CSG brushes and create your actual level geometry inside the
editor. Also, we might add material editing, like creating textures that let you define bump maps, parallax maps, diffuse maps, specular maps, and ambient occlusion maps, and include perfect synchronization with crazy bump. Then you can place these entities
in the level editor and provide variation between different instances of your entity. Sort of like prefabs.
Here is a screenshot of the editor in it's current condition.