Editor issues

spacefractal · 8150

Offline spacefractal

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on: January 11, 2017, 09:01:42 pm
Rather than spread on various thread, im thinks editor issues could been here (also generally issues, not game engine).

- Im are actuelly quite lost how Actor actuelly works, since its seen they doing all other things as excepted and something even flip out. But property im should do look into a another level to checking out me thinks :-).
- Not sure how exit works? That seens does nothing at all, when im set it or visual does nothing?
- Could been nice to add own music and import that, eventuelly as per folder (etc all music tunes in a folder, eventuelly zipped).
- You cannot delete a actor again after set?

Bug:
Vertical scroll did not work at all in Sam Coupe when doing a larger level. But im did tried to do advance of that instead.

Final:
- Happy birthday soon, Ware.

The Musician for the RetroBytes Portal Projects.


Offline Lobo

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Reply #1 on: January 11, 2017, 09:28:13 pm

- Could been nice to add own music and import that, eventuelly as per folder (etc all music tunes in a folder, eventuelly zipped).

Final:
- Happy birthday soon, Ware.


Agree on that one, to have your own xm file or ogg or whatever maybe embedded inside the mmz package for easier distribution would be nice. :P

Ohoho..Happy birthday chief! Unfortunately I won't have anything mmz related to upload but will think of something else. :)



Offline spacefractal

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Reply #2 on: January 11, 2017, 09:35:47 pm
 im do might do a little fun little level, just for you. but im still new :-\.

The Musician for the RetroBytes Portal Projects.


Offline flash

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Reply #3 on: January 12, 2017, 10:38:23 am
- Im are actuelly quite lost how Actor actuelly works, since its seen they doing all other things as excepted and something even flip out. But property im should do look into a another level to checking out me thinks :-).
Yes, they can be a little tricky at first. The best way (as you say) is to load up another level and look at that. To inspect an actor, just select "paint actor" from the side panel and then click on the actor (when the cursor is shown large - else you will paint another actor). To select an actor type, when on "Paint Actor" press space to open the selection ui. This works the same for lots of things like tiles etc.

- Not sure how exit works? That seens does nothing at all, when im set it or visual does nothing?
That all depends on the game engine. For Manic Miner, you select the "Finish" icon in the tool bar and just click where you want the exit, but you need to paint the tiles on the map to visually display it. For DS and Blagger, you just click and place the image (also on the DS pressing space allows you to select the exit image). For Sir Lancelot, you just have to paint the exit tiles. On Sir Lancelot, you can have multiple exits as well

- Could been nice to add own music and import that, eventuelly as per folder (etc all music tunes in a folder, eventuelly zipped).
Yes, it's an option jotted down. To allow MP3, OGG, and XM as music options.

- You cannot delete a actor again after set?
You can, when in "Paint actors", just put the pointer over an actor and when the highlight shows large, press backspace. I will add right- click functions later.

Bug:
Vertical scroll did not work at all in Sam Coupe when doing a larger level. But im did tried to do advance of that instead.
Scroll does work. You need to go to level settings and tick the box "scroll if level is larger than default" otherwise the level will be scaled down to be shown filling the play area.

Final:
- Happy birthday soon, Ware.
Thanks SF! :)

Coding for the love of it!


Offline flash

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Reply #4 on: January 12, 2017, 10:39:16 am
Ohoho..Happy birthday chief! Unfortunately I won't have anything mmz related to upload but will think of something else. :)

Thanks Lobo :)

Hope you get to launch MM today and share in the joy with my party balloons ;)

Coding for the love of it!


Offline spacefractal

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Reply #5 on: January 12, 2017, 12:10:29 pm
The scroll did not work correctly I'd the level is larger in both x and y. Only x got scrolled, newer y.

The Musician for the RetroBytes Portal Projects.


Offline flash

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Reply #6 on: January 12, 2017, 12:25:37 pm
please post the mmz file

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Offline flash

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Reply #7 on: January 12, 2017, 12:30:37 pm
ps. it will only scroll if it cannot fit on the screen using the default scale factor. Ie. the block will be the same size as they would be on a non scrolling level, so, if they can still fit the view, they will. Else it will scroll to show the extra. So, for same coupe, make a quick test level 32x40 and see.

Its working for me, as can be seen here.

« Last Edit: January 12, 2017, 12:32:33 pm by Flash »

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Offline spacefractal

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Reply #8 on: January 12, 2017, 02:52:26 pm
3-4 tiles was missing here for some reason in 0.153. Im can retest and check. Im did notice your happy birdth day notice, hehe.

Its only scrolled horizontal here. Look like its calculated the whole screen, but status on the buttons does also take some tiles, but its not calculated.

The level size was 64x16. Im will post the level (where im can not get "Set Exit" to work in that engine, since its virtualle does nothing).....

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Offline Lobo

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Reply #9 on: January 12, 2017, 06:35:42 pm
Thanks Lobo :)

Hope you get to launch MM today and share in the joy with my party balloons ;)

Btw, I did fiddle with testicl..mean test level and brother, it is awesome! I like the cop disappearing on switch press or bat changing angle of movement and the explosion and that devil speeding up! :D
I went through it to see how its done and it makes sense, now I think I have all to put my level in place, just have to see how to replace the sprites with my own in there (I'm guessing I have to import the sheet first in the mmz to be have sprites available).



Offline flash

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Reply #10 on: January 12, 2017, 06:38:56 pm
It's just getting better each revision.

You should not need to import. Everything is in the latest build.

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Offline Lobo

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Reply #11 on: January 12, 2017, 06:44:14 pm
It's just getting better each revision.

You should not need to import. Everything is in the latest build.

Cool, one question tho, the explosion is hard coded in there someplace? Is there a way to have it replaceable with custom sprite (animation) ?



Offline flash

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Reply #12 on: January 12, 2017, 07:05:22 pm
Do you know. I knew you were going to ask that. Lol

Yes. I will implement it.

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Offline Lobo

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Reply #13 on: January 12, 2017, 07:09:31 pm
Do you know. I knew you were going to ask that. Lol

Yes. I will implement it.

Hehe, I knew you would know that I knew I would know to ask what you knew I would know to know if I knew how to ask. :)
Btw, managed to download the latest build, it kept saying that SF cannot collect Gatorade but right click save as finally lived up to the task! :P




Offline spacefractal

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Reply #14 on: January 12, 2017, 09:50:49 pm
:-P   :)

The Musician for the RetroBytes Portal Projects.


Offline flash

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Reply #15 on: January 13, 2017, 09:12:10 pm
Hehe, I knew you would know that I knew I would know to ask what you knew I would know to know if I knew how to ask. :)
Btw, managed to download the latest build, it kept saying that SF cannot collect Gatorade but right click save as finally lived up to the task! :P



My head hurts!

Coding for the love of it!