When creating a tile-based game, it’s commonsense to use a level-editor as a tool to create all necessary game-maps. This is especially true for a game with a huge in-game-world like Coobico.
Here is a sneak peak on the level-editor we’ve written for Coobico – it’s build in Flash, just like the game itself, and it’s our swiss army-knife to create the whole caboodle of Qubus’ Island.
The following image depicts the general “workbench” of the level-editor when creating a new map: the size of the according map can be chosen here, along with a “standard-tile” which is used to fill up the map initially.

The image below shows a snippet of how tiles are “drawn” to the map with the level-editor: it offers a quite versatile choice and combination of effects – from slightly changing the elevation of each single tile to subtle changes in color-blending to create the illusion of shadows and highlights.

Besides its graphic elements each map consists of a set of “collision-data”, which let interaction with the map come to live: here it is controlled which parts of the map are accessible, to avoid avatars walking through walls for example. Additionally, the map can be embroidered with further details, such as spots where sounds are played back or other special effects are triggered.

Stay tuned for more and larger screenshots…
Please leave us your comments on this topic.