Re: [Super-tux-devel] LevelEditor testing
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From: Tobias <tob...@gm...> - 2004-05-05 15:42:02
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Am Mi, den 05.05.2004 schrieb Ricardo Cruz um 17:18: > I just want to make a small note. > The way I see the built-in leveleditor is to be a simple way, yet powerfull > enough, to create levels by ordinary users. More advanced level designers are > encouraged to use FlexLay, that as just seen its first version released. > So, I think we should not waste too much times in implementing fancy stuff. That's the way I see it, too. Using is should be fun. > Stuff that the leveleditor is missing: > - keep enemies in platform option (maybe the best thing is to split enemies, > this way we could have enemies with different shoe colors, as someone > suggested); Yep, that's really missing. I want to implement a object-property dialog for such purposes. > - also (dunno if it has already been implemented) there should be arrow > buttons to allow people to scroll Tilegroups/Objects; Hmm, is mouse-wheel scrolling on the buttons good enough for you? :) (Because I'm going to implement that) > - it would also be cool to run the leveleditor from the command line and > specifying a given file, just like we do with the normal games. Good idea. > Bugs: > It is not possible to load levels that do not have an info file. We should > get rid of these info files and create a top-level one, IMO. I don't think so. They are meant for contrib-levels anyway. That you can't access files, that aren't in a directory containing a info file could be addressed with the command-line idea and maybe I can extend the Load Subset dialog for loading only one level. Greetz... Tobias Gläßer |