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In 1.0.1 will there be an easier way to set the background? It's taking me ages to place all the background sprites in my new level, I really hope there's a new way of doing this in the update.
Yes, that's one of the few features that has been announced as part of the 1.0.1 editor. As of the last I heard, it can only place the standard graph-paper background, and that only in one orientation, but that should be enough for most purposes.
Edwards
(sigh of relief) Well thank goodness for that, it's taking me just as long to place background tiles in my new level Cathedral Of Chaos as it is to decorate it! That's a really handy feature in 1.0.1
And that's only as of the last you heard, Ed...
We aren't telling you about everything.
Hehe.
The map I'm working on is fast reaching the 600k mark.
However, I'm also fast running out of patience with our distinguished editor
Apart from the discussed CPU issues, I am also now finding that it simply loses at least every other click on an object. This is obviously quite annoying as it means I have to click and hold for longer before the editor notices - and sometimes actually click more than once.
It is probably just related to the CPU issue - though I now also now have quite a few triggers on the map.
Is there any chance that this could be related to trigger numbers? I'm tempted to create a copy and delete all the triggers to see... I think that it was mentioned that some trigger related issues had been fixed for 1.0.1.
If it is just CPU related I guess I'll just have to stop until they FTE (As opposed to FTF ) since
- The fan noise is extremely annoying - The extra clicking will quickly lead to infuriation&/insanity&/RSI
sniff...
p.s. any chance of a change the music trigger in 1.0.1? That way we could simulate different 'zones' in a large map
This post has been edited by Crono : 12 February 2007 - 01:45 PM
Yeah that click thing is getting really annoying.
What about doing something like the conection between zones in solo? Was that done by a trigger? It would be nice to have that in the editor, for different zones instead of having the same music on all the zones. It would also be cool because the enemies would reappear :rolleyes:
@crono, on Feb 12 2007, 11:45 AM, said in In 1.0.1 will there be...:
- The extra clicking will quickly lead to infuriation&/insanity&/RSI
Agreed. That bug has been annoying me ever since I first opened the editor.
@firefalcon, on Feb 12 2007, 03:14 PM, said in In 1.0.1 will there be...:
What about doing something like the connection between zones in solo? Was that done by a trigger? It would be nice to have that in the editor, for different zones instead of having the same music on all the zones. It would also be cool because the enemies would reappear :rolleyes:
How about just a "Reset Enemies" trigger? If that were layered on top of a force-field driven set of paths between zones (and a Change Music trigger), the effect would probably work just as well as a full teleport between levels. Of course, a true "Teleport Start"/"Teleport End" set of triggers for use within levels would also be nice...
@edwards, on Feb 12 2007, 10:27 PM, said in In 1.0.1 will there be...:
Yup, teleport triggers (without the forest race) would be most triumphant dude!
Not sure about the force-field driven passages - I thought about it, but couldn't see a way of not having to have two passages - one in each direction? A bit like escalators in departments stores or those moving walkways at airports.
I guess what is really wanted there is a trigger which accelerates you in whatever way you are facing and disables rotate/break during hat time?. You could do some quite neat race-track style figure of 8's (or more!) with that
Mmmm, more features - but... please fix the editor first! Or perhaps ZP (since his merge program must presumably understand it) could get permission to publish the format 1 layout code...
@crono, on Feb 13 2007, 03:19 AM, said in In 1.0.1 will there be...:
Good idea!
Hmm... I'm seeing unrest within the populace. Perhaps it's time to release the brain police...
Could you be more accurate about that "extra clicking"? As in, how big the level must be to observe this, is it just that you have to click for longer as the editor samples the mouse state more rarely, or are click event dropped regardless of their length, or other? It's be good to at least mitigate this for a future version (notice that you could concievably work on smaller, separate parts, it could even be different people working on diferent parts, and at the end you can merge the whole with SketchMapMerge... though I'll have to make the GUI version for this to be one bit realistic).
As for the map format, trust me, you wouldn't want to know. At first it seems simple enough (i.e. a series of records with each containing the various data: name, position, size, angle, colors, alpha, sprite type, sprite index, layer, solidity, Extra1, Extra2, etc...), but as you dig deeper in order to implement a tool that can actually do stuff on these records, you realise there is a gazillion of weird behaviors, caveats, undocumented things, hardcoded values, etc... And I'm sure I don't know all of them (but what I know looks like to be enough to do what I want to do). That's also why I'm not documenting it.
I think it has to do with longer clicking. I've noticed that if I have TOTP and a small map open at the same time, the other map behaves fine. TOTP still slows down though.
Looks likely, in fact CPU time is being eaten when the big level is in the frontmost window.