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Level Director X Released for Mac and Windows
Started by retrofitProductions Mar 13 2016 01:23 PM

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level design gui
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#1

retrofitProductions

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retrofitProductions
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After two years in development (part time) I am very excited to announce the release of Level Director X which builds upon the roots of the popular original Level Director, but now cross platform (hence the X).

 

Level Director X provides a GUI interface for creating simple or complex parallax levels and exporting them to use with the Corona SDK.

 

 

Please click on the links to explore many of the new features and download the free version to start your rapid game development. 

 

Note that Level Director files are not compatible but I have a basic conversion tool that I will release shortly.

 

For existing Level Director customers I will be notifying them soon of a discounted upgrade path to the full version of LDX.

 

I look forward to your comments.

 

Have fun!

 

 



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#2

wunderwuzzi

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Nice! Looks great. Do you have a timeline for the conversion from old to new format?



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#3

retrofitProductions

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The conversion tool is almost done so I plan to upload it to github this week.



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#4

retrofitProductions

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I have now created a github account for Retrofit productions/Level DirectorX which hopefully will make everyone's life a little easier to obtain latest changes to examples and to the new conversion tool.

 

https://github.com/RetrofitProductions

 

The conversion tool is actually a lua program kindly developed by Chris a long serving Level Director user (and author of Super Grav Bot) and beta tester for LDX.

I have extended it, and will continue to extend it to convert more objects and support more advanced features but you should find it will take the leg work out of converting your levels to the LDX format.

 

Also, we are running a special offer for the month of April which will give you 25% off the full version price of Level Director X, please use the code LDX25APR at the checkout to receive your discount.

http://www.retrofitproductions.com/level-director-x/



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#5

sirmania

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This looks great!

 

Just bought it and I´m looking forward to testing it ;)



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#6

Danny

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Congrats!



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#7

retrofitProductions

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Level Director X V1.0.2 has just been released (use the free version to download the update)

 

  • Feature - Added image fill to button, rectangle, ellipse and polygon objects.  Buttons have option to specify 'Up' image and 'Down' image.  The LUA library file has also been updated to support the new fill options.
  • Feature - Added message to license dialog to make it more intuitive
  • Bug - Fixed crash when asset selected and switched to different project
  • Bug - Fixed issue when project path contained spaces it would give 'Error writing file' message, folders with spaces are now supported.


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#8

retrofitProductions

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I have just uploaded a new Tips and Tricks video which hopefully answers some generally asked questions, so please check it out.

 

I plan to do some more in the coming weeks so let me know of any subject areas you feel would benefit a video. 



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#9

retrofitProductions

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It appears that rather annoyingly the old export template issue has reappeared in the last release.

 

If you have trouble running any of the example projects, then please click on the project header and in the properties window make sure the export template is set to 'Corona_templateX.lua' the 'X' is important, you should then be able to export and run the project.



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#10

retrofitProductions

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Level Director X V1.0.3 has just been released (use the free version to download the update)

 

  • Feature - Import physics now supports non-xml spritesheets and images.
  • Feature - Improved Import physics matching when used with Texturepacker to omit file extension
  • Feature - Show wait cursor when pasting objects
  • Bug - Fixed typo on polygon object name
  • Feature - Added CTRL+P shortcut to disable/enable snap to grid.
  • Feature - Improved number sequencing when copying/pasting objects.
  • Bug - Corrected exported template name in example projects
  • Bug - Fixed follow path code in LDX_Helper file when end of path reached


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#11

retrofitProductions

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Apologies if you tried to download v1.0.3 but received v1.0.2, this has been corrected now, so please try the download again.



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#12

retrofitProductions

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Level Director X V1.0.4 has just been released (use the free version to download the update)

  • Bug - Category bit now exported correctly
  • Bug - Maskbit now exported correctly 
  • Bug - SetLimits not working for 'piston' joints
  • Feature - Parallax Damping property added to Level
  • Feature - LD_HelperX parallax scrolling functions updated to support damping
  • Feature - Physics Body - Linear Damping added
  • Feature - Physics Body - Angular Damping added
  • Feature - Physics Body - Gravity Scale added
  • Feature - Physics Body - Group Index added
  • Feature - Corona Export Template and LDX_Helper updated to support new Physic Body properties.
  • Feature - Follow path now supports polygons in additon to polylines and beziers
  • Feature - LD_HelperX follow path functions updated to support polygons and constant speed across all nodes.
  • Feature - Scroller example updated to support parallax damping and better bounds checking.
  • Feature - Object User Properties can now be accessed via 'property' e.g myobj.property['userprop1']
  • Feature - New Follow Path example added


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#13

retrofitProductions

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Level Director X V1.0.5 Released (use the free version to download the update)

  • Feature - OSX - Enabled shortcut key for toggling full screen.
  • Feature - Changed object selection rectangle to appear on top of all objects
  • Feature - New Metal Slug example added
  • Feature - Polygon, Path and Bezier objects no longer created as display objects if visible set to false, for use when just the data points are needed.
  • Feature - CTRL+D short cut added to duplicate selected object(s)
  • Feature - New option added to preferences to order the layers from bottom to top in the layer tree.
  • Bug - Avoid creating extra blank lines when copying project template.
  • Bug - Physics import no longer fails if circle objects found.
  • Bug - Fixed Level Resize when applying offset values to objects.
  • Bug - Fill image would use incorrect frame index when part of a sprite sheet.
  • Bug - Export correct size for polygon objects
  • Bug - Sprite sheets that have changed are now reloaded on start-up.
  • Bug - 'Delete' short cut indicator missing from context menu.
  • Bug - LDX_Helper - anchor points now set before applying physics.

Missed from the release notes:

  • Feature - Anchor points now have a range from -10 to +10 as opposed to -1 to +1.


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#14

gamedeveloper

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Great! Thanks for this update!

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#15

retrofitProductions

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@gamedeveloper, thanks for your constructive input, you'll notice many of your ideas/requests are included in this release, more to follow...



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#16

akda10

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@retrofitProductions Thank you for amazing LDX. It's very useful. 

My suggestion:

Maybe add menu or list for convenient controlling layers? Like on image

281779v.png



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#17

retrofitProductions

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There is a 'Layer' window already, can you not see this?

Capture.png

 

From here you can add, delete, rename and move layers, and maintain all the objects within a layer.



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#18

akda10

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Yep. It was off.

Thank you!!!)))



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#19

retrofitProductions

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No problem, a little difficult to use without the layer window  :)

 

Also, in case you were not aware, it is possible to move these dockable windows about and even create tabbed windows by dragging one dock into another.



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#20

retrofitProductions

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Level Director X V1.1.0 Released (use the free version to download the update)

* Feature - Preferences, added option to avoid sub pixel positions.
* Feature - Duplicated levels now appear as 'untitled' to prompt saveAs with the project folder as the default.
* Feature - The 'Export Name' is now defaulted to the file name for duplicated levels.
* Feature - Margin now only updates when preference dialog is closed rather than dynamically.
* Feature - User Properties defined at Asset level are now exported down to associated object instances.
* Bug - Fix spritesheet load for when frames change.
* Bug - Guide line is now shown on top of all objects when drawing polygon type objects.
* Bug - Asset size is reloaded in case it has changed.
* Bug - Fixed 'button' export to specify correct frame for 'down' fill image.
* Bug - Objects moved to different layer retain their original name.
* Bug - Fixed bug in setLayerVisible function in LD_LoaderX for objects with no view.
* Bug - Fix bug in LD_HelperX button disable function.
* Bug - When showing physics bodies, multi-body polygons would not render in the correct position if the object was flipped.
* Bug - Fixed crash when removing a Layer


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#21

sirmania

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I finally got the time to test out Level Director X, but when I create a new project I can't choose a project template or export template. Both of them are blank. Im using iMac with Sierra.



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#22

retrofitProductions

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This is unfortunately caused by some new security features added to Sierra, which affects applications not purchased from the app store, where it scrambles folder locations.

Until I figure this out, there are some workarounds;

 

FYI - https://www.tekrevue.com/tip/gatekeeper-macos-sierra/



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#23

CesarHernandez

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Fantastic solution. I was so worry about this issue, and, exactly... it is Sierra restrictions with GateKeeper.

 

 

Disable it and all perfect again !!

 

Thanks a lot,



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#24

simon491

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Hi there, 

 

I bought Level Director X a week or so ago. It looks great and will save me a lot of time.

 

I have just started experimenting with it and I came across an issue when I set enableDrag = true.

 

I can drag any of the objects around, but dragging an object over another object may cause an issue. The non-dragging object may move, or it may get selected.  This does not happen on all objects though. 

 

I did the following:

1. Created a level background.

2. Imported 6 objects into the project (I didn't add them to the level)

2. Exported the project.

3. Added objects programmatically in main.lua using createObject("market-scene-layer",objProps)

 

Any advise would be great.

 

Simon

 

 

EDIT: I fixed it by changing the obj.view:touch code in LD_HelperX.lua

        -- add a drag event
        if (objProps.enableDrag or false) == true then
          function obj.view:touch( event )    
            --print ("assetName: "..objProps.assetName)
            if event.phase == "began" then
              obj.markX = obj.view.x    -- store x location of object        
              obj.markY = obj.view.y    -- store y location of object	 

              display.getCurrentStage():setFocus( self, event.id )
              self.isFocus = true              

            elseif self.isFocus then

              print 	(obj.name, obj.markX, obj.markY)
              if event.phase == "moved" then   
                local dx = (event.x - event.xStart)       
                local dy = (event.y - event.yStart)                
                obj.view.x = obj.markX + dx
                obj.view.y = obj.markY + dy    -- move object based on calculations above 
                print 	(obj.name,dx,dy)
              elseif event.phase == "ended" or event.phase == "cancelled" then
                -- we end the movement by removing the focus from the object
                display.getCurrentStage():setFocus( self, nil )
                self.isFocus = false              

              end   
            end
            return true
          end ------------------------------------------------

          obj.view:addEventListener("touch", obj.view)
        end

I set the focus on the object and then added self.isFocus boolean.



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#25

retrofitProductions

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Hi Simon,

 

To be honest, enableDrag was a convenience option to allow objects to be moved around for testing purposes, but it rarely got used, so it remained very basic.

It most instances, you will need more control over movement, for example preventing the object going off screen, so I recommend applying your movement code inside your own lua module, rather than modifying the LDX library code.

 

For example (this could in main.lua or a scene);

local obj = myLevel:getLayerObject("Layer1","Player").view

function obj:touch( event )
...
end
 
obj:addEventListener("touch", obj)

Now you are in total control, and could even use a variation of the LDX library code as a basis, but make it specific to your project requirements.




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