Add your ideas how to improve the tool / what features you would look to see in the future here :)
Code free tool for creating platformer games · By
I had very similar ideas :)
I agree that cutscenes would be cool. I'm unsure about the exact implementation for now.
Regarding custom elements - by "softlocking" you mean that they are limited to 18 elements? I'm planning to make a pagination and allow an infinite amount of elements too.
You can change border tiles by selecting "edge blocks" in the draw section dropdown.
And i also agree that more VFX and maybe some sort of VFX editor would be nice and make PP flashier..
ideas:
- level management (rearranging so you dont need to redraw all the game if you f.e. putted a level too early)
- cloning levels (like to not make a empty default scene but copy tiles from existing one)
- changing title fonts (not only default pixel one, even 3 fonts of current one, serif and sans-serif would be better than only default)
- being able to redraw mobile controls same as sprites in game
- ability to use custom hex color in color picker (right now its limited set of colors)
There are tools out there that can convert an HTML into an APK, like webintoapp , or similar.
One way to make it easier to convert to other platforms/engines could be the ability to export the game data into something that can be read by other platforms, like, for example:
The idea would be that, if someone ever wanted to migrate their game to other engine, it would be as painless as it could possibly be. Of course, the various behaviours would have to be implemented from scratch on the target engine.
Starting to experiment with data extraction: https://github.com/haroldo-ok/pocket-platformer-exporter
The work-in-progress script above extracts the level/sprite data from the exported HTML into a JSON file.
Example exported JSON: https://github.com/haroldo-ok/pocket-platformer-exporter/blob/07180426cd61af45f6...
Now, the script can also generate a Tiled-compatible TSX file, including custom properties and animations.
Example TSX file: https://github.com/haroldo-ok/pocket-platformer-exporter/blob/71daea0e84569760a9...The tileset opened in Tiled:
The script now exports the levels into Tiled-compatible TMX files (only map layer for now; objects will be next):
https://github.com/haroldo-ok/pocket-platformer-exporter/blob/bb766f5f469b8c7ea8...
Original level:
Converted to Tiled (so far):
you can download a zip with all files here: https://github.com/l0bster2/pocket-platformer
not thinking about monetization
maybe make sounds for each level? so i can put quicker music to last/harder level and at start make something "sleepy" ?
and cutscenes still not done (it could have two buttons for adding either cutscene or a level, where if chosen cutscene it'd show only editable field for title and content where is player management normally and normal level screen like in first&last levels ("press enter to start" things) )
Hi! Thank you so much for the tool. Some ideas occured to me:
Good luck!
Thank you! :)
i was planning on doing a simple event system and hopefully some of your suggestions will be possible to do with it.
You can also already achieve "conditional endings" with coins and flags in case you've overlooked this feature btw. Place some coins and click on a set flag to make it conditional.
i would like to do all of it. Cutscenes, enemies etc. My main problem is lacking the time for it.
Also i don't want to do quick fixes, like 1 generic enemy, 1 generic weapon. Those things should be made flexible, so it's possible to expand them later, but such ground-work takes longer than a simple solution..