The level manager

GameMaker Studio developers

The level manager

The level manager…Level management is essential for our game. Here we will show you how to use this tool with versatility and store countless worlds.

SoloStudio Tech Youtube Channel

1.0 – Saving a level

To access our level panel we must click on the virtual button LEVEL MENU. In this menu we have several options to load, save or delete our levels.

The panel supports working in different directories, with a basic Ui to search and sort our files.

The created levels are grouped in columns of 20 from left to right, being able to visualize the title of more than a hundred levels. By holding down the RIGHT CLICK of our mouse while we are on a title, we can order the position of this on the panel. Just by dragging it to the position of another title we will sort our list.

By clicking on the virtual button SAVE LEVEL, a panel opens to introduce the title with which we want our level to be saved.

In this case we call it “Platformer tutorials”, then press the ENTER key of our keyboard or the virtual button CONFIRM to confirm the saving.

If there is already a level with the name entered, we will be asked if we want to overwrite the level. In the same way we could duplicate a level by inserting another name, but it is not the case.

An informational message tells us that the level has been saved correctly. The last saved level is placed in the last position of the list.

Let’s press the SAVE LEVEL virtual button again to show another way to save existing titles …

As we can see in the image below, if we go immediately to press any title of our panel, the level will be saved with the same title of the selected container. Rewriting any information I had.

1.1 – Loading our level

There are two methods to load our level, the first is by pressing the virtual LOAD LEVEL button and writing the title to load.

The second method is faster and easier, we will simply click on the title to load and voila.

It should be noted that our editor always saves a temporary file when we run a test of our level. If we had a problem or simply loaded another one without saving the previous work, it will be enough to load the temporary file by typing “temp”.

When we load a level we will receive the information that has been loaded successfully …

The virtual red buttons will remove a level from our final list for the game. This does not delete the file from our working directory, thus being able to recover our level in case of error.

1.2 – Adressing another directory

To change the directory, simply press the virtual button DIRECTORY located in the upper left of the screen. A panel opens to insert the name of the folder to load.

To see an example, we will load the folder “Launcher” which is the one that is responsible for running DarkSpine.

Never use this folder in order to save levels, this directory is exclusive to the program and it is very important that its content is not affected for the proper functioning of the updates.

As we can see, our list has changed, showing us the contents of the loaded folder.

The images show the loading of the “DarkSpine Launcher” level, where the editor’s initial menu is stored.

This site is dangerous, it is best to leave here and create a new folder where we can store another list of levels.

We have returned to the “Default” directory, which is the default folder created to store levels. Let’s now see how to create and upload a new folder …

1.3 – Exploring our content

In the DarkSpine folder of our working directory we find a sub-folder called “Levels“. In this directory we can store the folders that make up our video game.

Following the hierarchy that you see in the image, we will see the levels saved in the default folder of our editor, called “Default”

The folder indicated in the image below is the one that under no circumstances should we use for our project, but must exist for the proper functioning of the system.

1.4 – Creating a new directory

From Windows, we go to our working directory and look for the DarkSpine / Levels / folder, just create a folder in this location and then call it from our editor …

We have not yet added a function to create a level folder from our editor, but it is a tool that will be add in future releases of DarkSpine.

In the case that concerns us in the image, we call our folder “World2“.

From this moment we can call it from the editor …

This is the first thing you will see when loading a new folder, the level menu disappears, and we are invited to make a quick save with the QUICK SAVE button on our main panel. This happens because our folder does not contains information from previous creations .

By pressing QUICK SAVE for the first time, we generate a list where our first level is saved. From this moment on we can act normally using the functions described in previous paragraphs.


We strongly recommend that you view the video located at the beginning of this article to get a clear idea of this section.

The video tutorials provided on the YouTube channel support subtitle contributions from users. This means that any user can contribute to add subtitles with the editor and the new contribution program of YouTube subscribers.

And so far the level management, we have seen a compact system, easy to use and that covers all the needs for the maintenance of our game. We hope you enjoyed reading … Greetings and see you in the next article!

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One Response

  1. Matemáticamenteincorrecta says:

    Sensacional ..gracias 😉👌👌

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