Re: [Super-tux-devel] Level Editor Layout
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From: Ingo R. <gr...@gm...> - 2003-12-30 22:14:35
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Ricardo Cruz <ri...@ae...> writes: > I was thinking in putting some buttons in the left (maybe 9), that could be > pressed using the mouse or via keyboard shortcuts. One of the buttons would > be a Plus that would allow users to select others tiles. Once real graphics are coming in you will have a real problem with just 9 visible tiles, so you better remove any border around them and pack them as close as possible, building 3 or 4 rows. Well, simply make it flexible so that it can be changed later, people might prefer using the editor in large non-game resolutions (ie. 1280x1024 etc) so not being too much fixed on any layout might be a good thing. Depending on what your goal is with Supertux (ie just fixup the current code a bit or create a Yoshis Island killer that people will remember in 10 years) it might be better to not do any quick ugly hacks to get the desired effects, but instead use one of the SDL-based GUI toolkits, which should make live much easier in the long run. Just as a source of inspiration a screenshot of my Windstille[1] editor: http://pingus.seul.org/~grumbel/tmp/windstille/screenshots/windstille_editor4.jpg [1] http://www.nongnu.org/windstille/ -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |