Ramesh, I believe something like this is the solution you're looking for:
Thanks deadeye. This is really interesting.
But my actual requirement is bit different. I will describe it using a sample game concept.
Let�s say we have a game with 3 levels. And we will name our main character as �Rider�
This is like a "platform game" (E.g.:- Mario). Rider is moving through several obstacles to search for his car. After passing through a given number of obstacles Rider can complete Level 1. And he receives his car as a reward for completing Level 1.
Now Rider is driving the car which he received after completing the Level 1. But this time this is not a "platform type" game. Now this becomes a driving game with "top-down view style". And a car will be displayed instead of Rider and the "car behavior" will be applied for that car.
The car has to move through a city. And the player should move the car to an end point within a given period of time. If the car can come to end point within that time period, we can say Level 2 completed.
After the completion of Level 2, Rider leaves the car and going to visit a friend. The friend suggests Rider to participate for a sport festival which involves playing a pong like game. This is the start of Level3.
The main objective of this level is to win a series of pong like games. This level will mainly involve physics behavior of a ball. At the end of this level the total score earned by all 3 levels will be displayed and stored in a file. At the beginning of the game a High Score list will be displayed and other users can try to beat the highest score.
Above game is just an example to describe my requirement. Please note that these 3 levels are different in game genre and view style. Also note that each level has different game logic. If all of levels are in same game genre, and if they have same game logic, it will be easy to create a level editor.
Also this will be easy if only one developer is developing all 3 levels in a one .cap file. But our problem is several friends of mine (in different locations) want to work in several .cap file. That means level 1, 2, and 3 will be developed by 3 developers in 3 .cap files. And we have to use different game logics in different levels. Finally we need to integrate these levels. In that case we are facing difficulties.
You wouldn't need to modify the Construct source-code to make a level editor.
Yes, I agree with you in the context of developing a level editor for a game which has similar game logic throughout all levels. But in our case game logics/ event sheets are very different in each and every level. We want to store not only the static aspects (sprites etc.) of the game, but also the dynamic aspects of the game (events etc.) to separate level files for separate levels.
I was working on a proof of concept *.cap for you yesterday, however several bugs with the Layout object halted my progress. The level editor can still be done, but the GUI would be alot different than what I had in mind. I probably can't finish it before I leave for seattle though (going to the Penny Arcade Expo)
This is good news. And if you are thinking about a new approach for a level editor, you can also think about the points I described in this mail as some design issues.