How to create smooth levels using Inkscape

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Revision as of 11:38, 12 August 2006 by The only dude (talk | contribs)
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To be completed when i'll be more motivated to take screenshots...

Required softwares

  • Inkscape (>= 0.43)
  • Python (>= 2.4)
  • Svg2lvl converter (available in xmoto cvs)

Draw the level

Open Inkscape.


Press Shift+Ctrl+D to open file properties and choose the file dimensions. They must be in pixel unit (px).


You're ready to draw your level using Inskcape. See Inskcape howto's from the help menu.


Transform all objects into paths

Inskcape deals with its own shapes like stars, circles, ... so you have to convert them to path of vertex.

Disclaimer: don't put objects properties before transforming them to paths ! Else properties will be lost... Inkscape remove them.

First, select the object, Inskcape-obj.png

Then, Shift+Ctrl+C (or use the menu)


And you got a path of vertex


Repeat this process for every inskcape shape (rectangle, circle, star, ...)

Level objects properties

Once your level is drawn, you have to put entities, blocks and sprites properties. Select an object, right click on it, then select 'object properties'.


Properties are put inside the 'label' box. They are seperate with a '|'. If no properties are set, then the object is put as a block with default texture.

Block properties

  • background
  • dynamic
  • usetexture=texture_name
For example

Entity properties

  • typeid=[PlayerStart|EndOfLevel|Strawberry|Wrecker|ParticleSource|Sprite]
  • size=float_number (the entity colision radius)
  • param_name=param_value available params name are (there's more of them):
    • z (for Sprite)
    • name (for Sprite)
    • style (for every entity)
    • type (for ParticleSource)
For example

Zone properties

  • typeid=Zone
For example

Generate level file

You're almost done.

$ python level.svg 100 level.lvl [level.lua]