Delver
 This topic has been pinned, so it's probably important
cuddigan 10 Sep, 2013 @ 11:24am
Level Editor
The Delver level editor is shipped along with the game, you can find it in the steamapps folder. To get to it, go to your library and right click delver and press "properties". Then go to the "local files" tab and click "Browse local files" and launch delvedit.

Mobyduck made an awesome Editor guide, check it out: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=178004868

Here's a quick command list:

ESC: Unselect an area
Mouse click and drag: Select an area
1: Carve
Z / Shift + Z: Move floor / ceiling up or down
R: Select corner, edge. Once selected use Z to shift up and down
DEL/Backspace: Delete selected area
T / Shift + T: Spin floor or ceiling texture

With an entity selected:
ESC: Unselect
Click and drag to move
Shift + click and drag to snap to X & Y
X / Y / Z - Clamp to specific axis
ALT + drag: Duplicate object
Right click entity -> properties to edit entity options

Miscellaneous:
P: Toggle player mode (run around and test collision)
L: Toggle lighting
B: Toggle visible collision bounding boxes
Last edited by cuddigan; 27 Sep, 2013 @ 5:10pm
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Showing 1-15 of 64 comments
Caiuz 10 Sep, 2013 @ 2:28pm 
how test my level ?
cuddigan 10 Sep, 2013 @ 4:58pm 
Delver loads the dungeon definition from assets/data/dungeons.dat. There are entries in that file for each dungeon floor, the fields you'll care about are these two:

...
generated: false,
levelFileName:"levels/myawesomelevel.dat"
...

'generated' tells the game whether or not to randomly generate the floor, 'levelFileName' points at the level file that you saved that it's going to load if generated is set to false. There's a dungeons-testing.dat file that is a good example of a dungeon with one static level.

You'll need to make sure your level has a Player Start marker in it, otherwise the game won't know where to put the player when your level loads if it's the first entry.

Once you have a dungeons.dat that points at your level, you can run Delver again and start a new game to see your level.
Last edited by cuddigan; 10 Sep, 2013 @ 5:02pm
PsycoGremlin 10 Sep, 2013 @ 10:34pm 
Love this so far, but REALLY needs expanded help on the editor. I fiddled with it, got a bit done and then pressed 'p' and I just got a blank white screen of a whole lot of nothingness. Not gonna complain because HEY its beta right?

Really enjoying this, played through several times (actually made it to level 9 on first go... but only 3 on following trips :/ ) excellent game, excellent work, just please please please a more indepth guide to using the Level Editor, and perhaps modding as well. I'd be happy to DONATE more money for that. (Bought this game for myself and friends)

By the way... its a pipe dream and I know it, but, Local co op multiplayer? Possibility?

Stay cool. :sentry:
Caiuz 11 Sep, 2013 @ 3:36am 
Originally posted by cuddigan:
Delver loads the dungeon definition from assets/data/dungeons.dat. There are entries in that file for each dungeon floor, the fields you'll care about are these two:
...
generated: false,
levelFileName:"levels/myawesomelevel.dat"
...

.
excuse me , but i not find dungeons.dat , on my directory there is delver.exe and delvedit.jar ..where it is ?:dswilson:
pastuh 11 Sep, 2013 @ 7:18am 
I think u need open editor.jar with winrar and there u can find...
Edit: Download Assets and you can find there..
Last edited by pastuh; 11 Sep, 2013 @ 7:56am
cuddigan 11 Sep, 2013 @ 8:54am 
Originally posted by pastuh:
I think u need open editor.jar with winrar and there u can find...
Edit: Download Assets and you can find there..

Yeah, check out the 'Quick modding guide' sticky, you'll find the current assets folder to download and some help on how it works.
Last edited by cuddigan; 11 Sep, 2013 @ 8:54am
Tokyo Banana 11 Sep, 2013 @ 4:29pm 
I have about 35 hours on this game, Most of it from map building.
ordeilhaine 11 Sep, 2013 @ 5:49pm 
One cool idea for the level editor would be the ability to make "dungeon chunks" that will show up as a part of the randomly generated game.
cuddigan 12 Sep, 2013 @ 10:14am 
Originally posted by Mr. Knavely:
One cool idea for the level editor would be the ability to make "dungeon chunks" that will show up as a part of the randomly generated game.

You can do that right now actually :)

All of the dungeon generation is done by picking stuff out of that generators.zip file. Inside it has a folder structure for every dungeon theme.

Adding a new random dungeon chunk is basically unzipping generator.zip, adding a new level .dat file to the right folder, and zipping it back up.

Dungeon tiles are all 17x17, I would load one of the existing dungeon chunks that is the right size and start from there.
Last edited by cuddigan; 12 Sep, 2013 @ 10:14am
bargain 12 Sep, 2013 @ 2:18pm 
Can we assume we will be seeing a Workshop integration? It would be awesome and would increase the life span of the game.
cuddigan 12 Sep, 2013 @ 3:44pm 
I'd love to get Workshop integration into the full release, or at least there shortly after.
Joy 12 Sep, 2013 @ 9:38pm 
Hold on, im confused
so how do i test my level.?
bargain 13 Sep, 2013 @ 5:19am 
From what I read, if you want to test a full level (instead of just a chunk), you have to edit the "dungeons.dat" inside "assets\data\". Set one of the levels' "generated" as "false" and choose your level by writing its path after "levelFileName". This would force the game to always generate your level, instead of a random one.
Joy 13 Sep, 2013 @ 10:55am 
Originally posted by Mobyduck:
From what I read, if you want to test a full level (instead of just a chunk), you have to edit the "dungeons.dat" inside "assets\data\". Set one of the levels' "generated" as "false" and choose your level by writing its path after "levelFileName". This would force the game to always generate your level, instead of a random one.

but how do i edit that?
bargain 13 Sep, 2013 @ 11:09am 
First you need the assets folder, the link can be found here.

After you download that and save it into your Delver folder (the same one where the executable of the game is), you open the files I mentioned. To edit them I use Notepad++, but I think any text editor should suffice.

The "dungeons.dat" seems to be responsible for the overall generation of maps, so editing this file will change all your games new generated maps.
Last edited by bargain; 13 Sep, 2013 @ 11:10am
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