LevelFX - A new way to create 2D-Jump'n'Run-Games
Image you could create 2D platformers without the technical limitations of SMW hacking but with the ease and workflow of Lunar Magic. Good news. Here you go:
What started as a rather simple level building tool for my game has now evolved into a full-scale 2D platformer engine with an easy-to-use “Lunar Magic”-like editor. LevelFX allows you to build an entire game without any knowledge in coding required and by using only the level editor.
Before I’ll go more in-depth, here’s a short video trailer:
- VIDEO -
Levels
The main components of a platformer game are of course its levels. With the LevelFX level editor you can easily create and organize those. The workflow is very similar to the level creation with Lunar Magic. Levels consist of a grid of tiles on up to four different layers and a list of sprites.

Graphics
Levels are tile-based similar to SMW. Instead of 16x16 pixels, you can now choose the tile size yourself though, which means you can stay with the retro pixelated style while you can go up high-resolution as well.
All graphics can be drawn in your preferred graphics program (Photoshop, GIMP, Inkscape, whatever…) and should be provided in PNG format. In the case of backgrounds a JPG can also be useful though.

Music
No more messing around with MML music notation and ultra small sized samples. Compose your music in modern sequencers, record it yourself or just use any MP3s you can find out there.
Game Customization
LevelFX allows very easy customization of the platformer engine itself. This means you can adjust many game settings to your individual needs. Here are some examples:
Showcase
Finally, here some screenshots of different levels/games I've created with LevelFX.




Before you can create your games…
…there’s still some work to be done. Although the main components, the engine and the editor, are pretty much finished, there are some more or less complicated things to be done. I will keep you up to date though.
Image you could create 2D platformers without the technical limitations of SMW hacking but with the ease and workflow of Lunar Magic. Good news. Here you go:
What started as a rather simple level building tool for my game has now evolved into a full-scale 2D platformer engine with an easy-to-use “Lunar Magic”-like editor. LevelFX allows you to build an entire game without any knowledge in coding required and by using only the level editor.
Before I’ll go more in-depth, here’s a short video trailer:
- VIDEO -
Levels
The main components of a platformer game are of course its levels. With the LevelFX level editor you can easily create and organize those. The workflow is very similar to the level creation with Lunar Magic. Levels consist of a grid of tiles on up to four different layers and a list of sprites.

Graphics
Levels are tile-based similar to SMW. Instead of 16x16 pixels, you can now choose the tile size yourself though, which means you can stay with the retro pixelated style while you can go up high-resolution as well.
All graphics can be drawn in your preferred graphics program (Photoshop, GIMP, Inkscape, whatever…) and should be provided in PNG format. In the case of backgrounds a JPG can also be useful though.

Music
No more messing around with MML music notation and ultra small sized samples. Compose your music in modern sequencers, record it yourself or just use any MP3s you can find out there.
Game Customization
LevelFX allows very easy customization of the platformer engine itself. This means you can adjust many game settings to your individual needs. Here are some examples:
- Player physics, movement and abilities
- General structure of the game (overworld with levels, level after level etc.)
- Additional level elements (score, collectibles etc.)
- Menu appearance and components
- Level selection menu or overworld
Showcase
Finally, here some screenshots of different levels/games I've created with LevelFX.




Before you can create your games…
…there’s still some work to be done. Although the main components, the engine and the editor, are pretty much finished, there are some more or less complicated things to be done. I will keep you up to date though.

