How to create smooth levels using Inkscape

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Revision as of 12:09, 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 in /xmoto/tools/svg2lvl/)

Draw the level

Open Inkscape.

Inkscape-empty.png


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

Inskcape-preferences.png


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

Inskcape-drawn.png

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)

Inskcape-obj2path.png


And you got a path of vertex

Inskcape-path.png

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'.

Inskcape-properties.png


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. You can also fill the 'id' box, it's useful if you write a lua script for the level, because you got the blocks, zones and entities names to use in your script.

Block properties

  • background
  • dynamic
  • usetexture=texture_name
For example
background|usetexture=DarkDirt

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
typeid=ParticleSource|type=Smoke

Zone properties

  • typeid=Zone
For example
typeid=Zone

Generate level file

Inkscape works with bezier curves, but the converter only use vertex, so you have to smooth objects. Press F2 to select the appropriate tool then select an object. It's not having much vertex. Press Ctrl+A to select every vertex. Then press the '+' button (see screenshot)

Inskcape-add.png


Press the '+' button until you got enough vertex for the object to be smooth.

Inskcape-smooth.png

Repeat that for EVERY objects that have to be smooth blocks in the game (no need to do that for objects which'll be entities or zones)


launch the converter

Yes you have to use the command line. To make it easier, put you svg file inside the same directory than your python source files (also put your lua script file if your level have any)

$ python svg2lvl.py level.svg 100 level.lvl [level.lua]

Params are:

  • svg file
  • level scale (the bigger this value, the bigger the resulting level will be, play with it until you find the right value for your level)
  • lvl file
  • lua script file (optional)

Then, put your lvl generated file into your xmoto Levels directory, and you can play it:

Sample-level.jpg

Files used in this howto