In Melon Editor, the concept of the Game World is referred to as a “level.” A level is a crucial component of game development as it encompasses various game elements such as tile maps, layer areas, camera stages, sprites, and leaderboards. These elements are accessible to the player during the development phase and play a vital role in shaping the gameplay experience.
Components of a Game Level
1. Level Properties
- Level properties are used to manage the orientation of the game, defining how the camera view is presented (Orthogonal or Isometric).
- You can set the number of columns and rows that appear on the tiles.
- Adjust the size (width and height) of your tiles.
- Configure the game background.
- Show or hide the grid, depending on your needs.
2. Level Layer
- The level layer is responsible for adding or removing various game objects such as sprites, tiles, and more.
- It provides a list of all game objects within the level and facilitates the setup of the viewport and collision.
3. Level Stage
- The level stage represents the area where you can visualize and simulate the design of your level.
Creating a Level
To create a new level in Melon Editor, follow these steps:
- Click on “Create” > “Level” in the menu bar.
- A window will appear, prompting you to name your level.
- Once you’ve named your level, click the “Create” button to finalize the creation process.
Adding Objects to a Level
To import new objects into the level editor, follow these steps:
- Navigate to the Layer Level.
- Click on the “+” button.
- Choose the type of object you want to add from the available options: Tile layer, Object Layer (Sprite), Images Layer, Text, or Bitmap Text.
- You can remove imported objects by clicking the “-” button, duplicate them, or rename them using the “rename” button.
Viewport
The viewport is a critical component for setting up the point of view of your game canvas or screen. To configure the viewport, specify the x and y coordinates as the anchor point in the window dialog.
Collision
In game development, objects often need to interact with each other or with the edges of the screen. This interaction is achieved through collision detection. Here’s how you can set up collision in Melon Editor:
- Drag and drop one of the provided collider shapes onto the object that needs collision detection.
- Be mindful of choosing the correct collider shape for optimal collision effects.
Object Properties
You have the flexibility to set object properties such as position on the x and y axes.
Object Behavior
To add behaviors to your objects, explore the options available in the section below.
Conclusion: Understanding the components and functionalities of levels in Melon Editor is essential for effective game development. By utilizing level properties, layers, stages, and other features, you can create engaging and interactive gaming experiences for players with varying skill levels. Experiment with these elements to craft unique scenarios and challenges to keep your audience engaged.