One of the best features of Impact is its level editor called
Weltmeister. It is located in the
libs/weltmeister folder inside the Impact
project. We will go through using this editor in the next chapter, but I
wanted to take some time to highlight its features and how to use
You can pull up the level editor anytime by navigating to the root
of your project’s domain and loading the
weltmeister.html file. You will be presented
with this screen:
When you load the editor for the first time, you are presented with
untitled.js map file. Along the top are
your main controls such as Save, Save As, New, and Load. Reload Images
allows you to make visual tweaks to your map without having to do a hard
refresh. Finally, on the far right, you will see a large arrow that
shows/hides the layers, and below that are your map’s layers. By default,
there is an entities layer, which is where your player, monster, and other
in-game elements will go. You can add new layers at any time by pressing
the plus sign on the right of the Layers label.
Layers simply allow you to draw level tiles onto the stage just as you would use a stamp tool in a painting program. If your game’s level is incredibly detailed, you may want to break out parts of the level’s tiles into a background, middle ground, and foreground layers as well as creating other layers for collision detection and additional details. Anything that moves in the game will go into the entities layer.
Before we can start making levels for our game, we need to create some graphics. Let’s take a look at the asset pipeline, and more importantly, how to create graphics for Impact projects.