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LevelEditor Adoption
Ron2 edited this page Sep 11, 2014
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The following studios, and others not listed, have used a version of the LevelEditor:
- Bend Studio
- Cambridge Studio
- Evolution Studios Ltd
- EyeToy (London Studio)
- Naughty Dog® Inc
- Supermassive Games®
Also, see our gallery of screenshots.
Here is an ATF testimonial for ATF, including the Level Editor:
Martin Froehlich (LittleBigPlanet PSP for Cambridge Studio) wrote:
- I started working with the ATF three months ago and really enjoy working with this powerful and versatile framework.
- The level editor tutorial is a great starting point. Adding new entities and attributes that can be saved and loaded is very easy. I was able to do that on my first day. It doesn't require any actual programming. You only have to add your types, attributes and annotations to the XML schema and the ATF does the rest. The types already in the level editor tutorial serve as quite a good reference for editing the XML schema.
- Digging a bit deeper - writing transform constraints, rendering my own objects in the editor, adding menu items & buttons, adding my own asset library and so on - required learning the DOM with its own class and interface system which is somewhat different to that of C#. Getting your head around the DOM can be a bit of a challenge at first. It is often very tempting to just go behind the DOM's back and do things the old-fashioned, non-data-driven C# way. But I really recommend resisting this temptation. Using the DOM quickly pays its dividends as you get many advanced features - such as data-synchronization, reference resolution & management, loading and saving documents, unlimited undo/redo - almost for free. Now the DOM seems completely intuitive to me and I wouldn't want to live without it.
- You get the full source of everything. I don't have to extend the ATF classes very often, but adding a few events and virtual methods to some base classes allows me to achieve behavior that would otherwise be hard or impossible.
- Outstanding support: The ATF team are always available - well at least during Pacific working time. When I report a serious bug or other problem it is often resolved within a day or two.
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