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Starbound map editor
Starbound map editor











starbound map editor

  • Use the /load command to load stations into any sector you want them in.
  • This will allow for people to join teams based on what the game mode is.
  • Create a faction for any 'teams' that you want for the universe and set them all to open.
  • This will completely clear all entities from your universe giving you a clean slate to build in. Find the folder inside that contains all the entity files for the universe.
  • Load any sectors that you want to be clear of astroids, planets, stations, and shops.
  • Here are some instructions* that you should be able to follow: The other 2 layers are purely cosmetic, though still quite useful.You can do this with commands already in the game. I have 3 layers, 1 of which is exported for use by other workflows. The grid is 100圆0 pixels, which is a nice round number with similar proportions to 27x15, but is much easier to do mental math on. I have created a world map standard in the same way I made a room standard. Since Kinematic's world is defined on a regular grid of 27x15-tile room blocks, the Tiled editor makes a natural fit for this operation as well. I want to have the room-editing experience show me adjacent rooms so I can do things like line up doors and partial collision zones for cross-room factory building. To optimize for iteration, I want this to be completely automatic, with no need for me to manually specify adjacency or door targets. I need the game to know what rooms are next to each other, so both Jem and her factory's outputs can get to the right location when they leave a room. I need to be able to zoom out and give my brain a simplified conceptual view of the game world, so I can think about things like flow/pacing, connectivity between areas, barrier and powerup locations, etc. But when the game is nearing completion, I expect to add these layers to most or all rooms, to polish the visual presentation. At this point, few rooms have these layers.

    starbound map editor

    And more broadly, having some art that crosses tile boundaries can make the space feel less rigid and more organic. This allows things like grass and roots to cross tile boundaries in ways that help believability. In order to help flesh out the world, these tiles are 36 pixels tall, extending above the square in which they're placed. The foreground layer is the only layer that uses art at a size other than 24x24. A background layer draws behind everything in the gameplay space, and a foreground layer draws in front of everything. The other 2 tile-based layers are purely visual. Based on which type of resource it is, there are different rules about the geometric position an extracting machine needs to be in to use them. There's also a layer defining where resources exist that can be extracted for use by the factory. There is a layer that defines where water exists in the game. If they don't exist, the game carries on as if they were empty. These are both optional for a given room. The template system lets me organize these into categories, associate an in-editor image with them, and specify any mandatory or optional parameters that the game will be expecting each instance to have.Ģ other tile-based layers have gameplay effects. It instead uses Tiled's template system to allow me to easily lay out gameplay objects like doors, enemies, save points, machines, switches, and cutscene triggers. The second always-present layer is the object layer. In particular, this allows me to define room boundaries that allow the factory to be connected across them. Partial collision means that these flying (gliding, bouncing, clinging) resources can pass through the tile, but the player, enemies, and projectiles cannot. What's partial collision? The core conceit of Kinematic is that Jem goes through the world, building large physics-based Rube Goldberg devices that fling resources around.

    #Starbound map editor full

    Empty space, partial collision, and full collision.

    starbound map editor

    Each tile in the tileset has one of 3 different collision states.

    starbound map editor

    This is a grid of tiles that define collision (and primary art) for the room. The most obvious layer is the terrain layer.













    Starbound map editor