Mindbelt | The Keener's Editor (version 1.3)
- Shadow Master
- Posts: 129
- Joined: Fri Oct 20, 2006 3:14 pm
- Location: Santiago, Chile
- Contact:
- Shadow Master
- Posts: 129
- Joined: Fri Oct 20, 2006 3:14 pm
- Location: Santiago, Chile
- Contact:
*blushing emotikeen*
Well, here's version 1.0! The main new feature is the level statistics window, although a bug was fixed from last version (both the rectangle tool and tile search mode were assigned to the hotkey [R] - tile search mode is now [H]).
I now have a question for the community: how do you think that I should handle customizing the "collectibles" for the level statistics window when the modder uses tileinfo to change the tile properties. (Sorry if that sentence was incomprehensible ;-)
Well, here's version 1.0! The main new feature is the level statistics window, although a bug was fixed from last version (both the rectangle tool and tile search mode were assigned to the hotkey [R] - tile search mode is now [H]).
I now have a question for the community: how do you think that I should handle customizing the "collectibles" for the level statistics window when the modder uses tileinfo to change the tile properties. (Sorry if that sentence was incomprehensible ;-)
Options-->Collectibles
Clicking on the image brings up a window of the tileset, so the user can point out the desired tile for each.
This way level statistics are flexible! :)
Code: Select all
Please specify the tile used for:
Background 1: Background 2:
100 points - $A3 (image) 100 points - $EE (image)
200 points - $A5 (image) 200 points - $EF (image)
500 points - $A8 (image) 500 points - $F3 (image)
1000 points - $B1 (image) 1000 points - $F5 (image)
2000 points - $B4 (image) 2000 points - $H7 (image)
5000 points - $BB (image) 5000 points - $HA (image)
{OK} {Cancel}
This way level statistics are flexible! :)
- Freeyorp101
- Posts: 159
- Joined: Thu Nov 24, 2005 2:12 am
- Location: New Zealand
You could use something like:
- uv points - tile $ab (ghi)
- wx points - tile $cd (jkl)
- yz points - tile $ef (mno)
Every time one line is finidhed, you get another one which can either be filled out or left blank. The points each tile use should be adjustable; the values in keen can be changed through patching. The tiles should have the option of filling out both hexadecimal format and decimal format; maybe have a graphical tile picker for the loaded tileset?
- uv points - tile $ab (ghi)
- wx points - tile $cd (jkl)
- yz points - tile $ef (mno)
Every time one line is finidhed, you get another one which can either be filled out or left blank. The points each tile use should be adjustable; the values in keen can be changed through patching. The tiles should have the option of filling out both hexadecimal format and decimal format; maybe have a graphical tile picker for the loaded tileset?
Xky's idea is good, plus of course LLa's idea. But I think there should be a way to have more or less of those "Background X" groups. I have 4 backgrounds for items in my mod!!
Actually, there should be a way to load in tileset info into the editor. Then, you could press a key, and different info, like solid sides of tiles, appear. It gets difficult when designing secret areas and stuff, and have two tiles that look exactly alike...
Actually, there should be a way to load in tileset info into the editor. Then, you could press a key, and different info, like solid sides of tiles, appear. It gets difficult when designing secret areas and stuff, and have two tiles that look exactly alike...
Gool idea!genius314 wrote:Actually, there should be a way to load in tileset info into the editor. Then, you could press a key, and different info, like solid sides of tiles, appear. It gets difficult when designing secret areas and stuff, and have two tiles that look exactly alike...
The idea about tile values could be done with some script thing; by clicking something a file browsing window would appear and there one'd have to choose a Mindbelt script file (.mbs perhaps). And perhaps some button to return the initial settings. Anyways. This script file could have tile number, what type of value is assiciated with them, and then what value is associated with them. And actually the type is unrequired in case the editor loads the tileinfo data and knows the type of every tile. With type I mean things like whether it's ankh value, ammo, points... It could be like this (the following having value types), or whatever you please;
Code: Select all
340 P 500
341 P 1000
342 A 3
So what you're saying is, it'd read the .tli file, and say, for ammo in a level add up all the tiles in the level with the 'ammo' property, et cetera?
Oh, and when I want to keep track of my secret passages, I just invert the colors of the tiles that are used, then I can see them clearly, and easily reverse the change later on.
Oh, and when I want to keep track of my secret passages, I just invert the colors of the tiles that are used, then I can see them clearly, and easily reverse the change later on.
Yeah, and add them with the ammo values they have in mod. (In my example the script had value 'types', in it the editor didn't load .tli (and partly because of clarity).)levellass wrote:So what you're saying is, it'd read the .tli file, and say, for ammo in a level add up all the tiles in the level with the 'ammo' property, et cetera?
But now, today, this whole idea seems pretty stupid, and I wish I hadn't written it. Forget everything I said!
- Shadow Master
- Posts: 129
- Joined: Fri Oct 20, 2006 3:14 pm
- Location: Santiago, Chile
- Contact:
So it's no longer beta?CK Guy wrote:*blushing emotikeen*
Well, here's version 1.0! The main new feature is the level statistics window, although a bug was fixed from last version (both the rectangle tool and tile search mode were assigned to the hotkey [R] - tile search mode is now [H]).
I now have a question for the community: how do you think that I should handle customizing the "collectibles" for the level statistics window when the modder uses tileinfo to change the tile properties. (Sorry if that sentence was incomprehensible ;-)