@freq245, on Jan 8 2007, 05:11 PM, said in <Brag Topic>:
Hey, I did so until the first final candidates got released!
And @crono: There'll be some big custom levels (it'll be easier to complete a big one in 1.0.1), and maybe even some Multiplayer custom ones, though don't expect this to happen within the next few months, in the future, just be patient!
Thanks (also @Zacha Pedro) - I was going to suggest the 'not using 'down' key yesterday as I tried it that way accidentally on my first life before realising there was a down key. Has anyone ever played Oids? That's also a quite cute little game similar to this in gameplay (if not graphics) xavagus which when registered has a very nice level editor. I used to play it a lot back in OS 7 days on a b/w Classic II (and later in colour on a performa 630).
However, I was going to say that I'm a software engineer by trade and had a look at the SF's level editor. It looks like something that I would call 'alpha' quality really -exposes far too much of the game's internals. Things like 'extra1/2' ought to be dynamic pop-up lists (like solid-type), not to mention pulling the whole toolbar off the top of the screen and making it a separate floating window. Then there's the issue that it really ought to be only allowing you to choose the 'first' sprite in each animation loop to place. Personally I'd prefer just a binary extractor of the map files and then I'd code something up in perl and BBEdit - but then, I'm a unix guy at heart. I don't feel GUI's are worth the time unless they really add something. It is odd that the map file is in XML, but that the actual data is a binary blob in the middle Also, the lack of a 'paint bucket' type tool for backgrounds, rectangular selection tools and s on is a bit of a shame.
Then there are other issues which make the game look a little less modular than it might have been. For example, having to call the Boss 'Boss'. What about Boss.1 so you can have more than one boss and mini-boss per map? (Especially since custom scenarios don't seem to allow more than one map anyway!) The colour pallette should also have a quick-drop for the main map colours (e.g. door/gun colours). Yes people can manually put it in the system colour picker but....
That's not to say I don't think it is a great start, and it's all very easy for me to harp on when I haven't had to put any work into its design... It's just that it was very clear from the briefest of perusals of the manual and editor itself that generating a large, complex level with it would take a long time. I wait with baited breath to see what others with more free time than I do come up with though Or alternatively (as you say) that an update comes out and fixes a few of the niggles.
Finally, regarding multi-player - I haven't seen anyone else online when I've looked so far, but since I've only had the game for 2.5 days now, I suppose that isn't too surprising. It would be a shame though if it went the way of pop-pop and died out due to lack of net players.
Enough wibbling though
@Edwards - is your 'no shield recharge' on normal or hard mode, and is that getting to the factory or beating the boss or...?