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hello,
I think the level editor can more easily.
So I experimented in the blitz.
it reached a new level editor,I cal it LC (Level Creator)
it is not ready, There are still a few problems.
Version 1.0 will have the same opportunities as the level editor.
From there, I want to add features.
Red = canceled orange = in process green = finished
list of plans
- can change the background (speed, images...)
- can change the brick type, behavior,zindex, angle of a brick and the animtion
- can add text messages (dialogbox)
- can see how a moving object moves (with arrows) and can change that. (see post 3)
- the distance between the auxiliary lines can change
- can select multiple items and save them as a group
- cut and past function (see post 18)
- can change initial phase (see post 14)
- Version for Linux
- multiple items can remember (see post 16)
- can change the zindex of a brick (see post 31)
- zoom -in/-out funtion (see post 33)
- a play buttom (see post 47)
- can make a boss level
if anyone has an idea, tell it please!
I really want all the features of a level set in this program, but people with no sense should also able to handle.
do you have a question, idea, comment or whatever, feel free to tell
Last edited by ssdw (2010-08-11 21:43:54)
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:cool:Your idea is very good . With that, maybe we can delete the argument of the circular block (x_speed. y_speed... etc) and configure it directly in the editor. I agree with you, modify brickset, backgrounds... in code is not difficult, but you have to work some time. Your LC can be a veeeeery good idea.
Piece of cake...!
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:cool:Your idea is very good
. With that, maybe we can delete the argument of the circulair block (x_speed. y_speed... etc) and configure it directly in the editor. I agree with you, modify brickset, backgrounds... in code is not difficult, but you have to work some time. Your LC can be a veeeeery good idea.
thanks ,
my idee of the circular block is this:
the caps indicate how far the circulair block move.
You can select with the mouse a peel, and then you can move the caps.
this allows you the circular block become easier the correct spacing.
when he spins you work with a circle.
I think this become easier, but I don't know how you or anyone else thinks about that.
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An improved level editor would be great, specially if it includes the features you've described.
My comment: keep it user-friendly.
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i think that's speed shoes, at least they were in the official games
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Speaking of circular blocks, I think another new feature is required. We need a 'synch' value. What I mean by this is that we can make it to where 2 identical circular bricks move the same distance, but not at the same time.
So if one circular brick's synch value is 0, and another synch value is 1, they'd move like this.
__________
l l
l__________l
__________
l l
l__________l
So they'd go up and down at the same speed, but at different timing that we can control.
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Speaking of circular blocks, I think another new feature is required. We need a 'synch' value. What I mean by this is that we can make it to where 2 identical circular bricks move the same distance, but not at the same time.
So if one circular brick's synch value is 0, and another synch value is 1, they'd move like this.
__________
l l
l__________l__________
l l
l__________lSo they'd go up and down at the same speed, but at different timing that we can control.
sorry, I don't understand immediately.
you mean that if synch = 0 then the brick starts above , and if synch = 1 then start the brick below.
or am I wrong again?
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SilverstepP wrote:Speaking of circular blocks, I think another new feature is required. We need a 'synch' value. What I mean by this is that we can make it to where 2 identical circular bricks move the same distance, but not at the same time.
So if one circular brick's synch value is 0, and another synch value is 1, they'd move like this.
__________
l l
l__________l__________
l l
l__________lSo they'd go up and down at the same speed, but at different timing that we can control.
sorry, I don't understand immediately.
you mean that if synch = 0 then the brick starts above , and if synch = 1 then start the brick below.or am I wrong again?
'sigh'
Yes, that's what I mean.
I suck at explaining my ideas. Let me try again.
I want the timing for circular bricks to be adjustable. If there are two different circular bricks with the same speed, they always start in the same spot as eachother. I want the spots at which they start to be moddable, so more jumping challenges can be made.
Does anyone understand what I'm trying to say?
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okay, you mean that it is normal as 1 (see image). All the same moves.
you want to do this can be adapted, then you get something like 2 (see image).
is this correct?
do you want the spot can be adjusted, or the time when a brick starts moving
sorry that I haven't quite understand
Last edited by ssdw (2010-07-08 08:18:22)
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do you want the spot can be adjusted, or the time when a brick starts moving
sorry that I haven't quite understand
I want the starting spots to be adjustable.
I can't simplify it much more than that.
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I want the timing for circular bricks to be adjustable. If there are two different circular bricks with the same speed, they always start in the same spot as eachother. I want the spots at which they start to be moddable, so more jumping challenges can be made.
This 'synch' feature you're talking about is available since 0.1.3, but it has a different name: it's the initial phase of the brick. Take a look at 0.1.3's Exotic Paradise act 2.
1430 # moveable platform II
1431 brick 67
1432 {
1433 type CLOUD
1434 behavior CIRCULAR 100 200 0.1 0.1
1435 angle 0
1436
1437 sprite
1438 {
1439 source_file images/island.png
1440 source_rect 18 715 64 32
1441 frame_size 64 32
1442
1443 animation
1444 {
1445 repeat TRUE
1446 fps 8
1447 data 0
1448 }
1449 }
1450 }
1451
1452
1453 # moveable platform III
1454 brick 68
1455 {
1456 type CLOUD
1457 behavior CIRCULAR 100 200 0.1 0.1 180
1458 angle 0
1459
1460 sprite
1461 {
1462 source_file images/island.png
1463 source_rect 18 715 64 32
1464 frame_size 64 32
1465
1466 animation
1467 {
1468 repeat TRUE
1469 fps 8
1470 data 0
1471 }
1472 }
1472 }
bricks 67 and 68 are exactly the same, except they are in opposite phases. Take a look at the last parameter of the behavior line. That parameter is called the initial phase.
brick 67 has an initial phase of 0 degrees.
brick 68 has an initial phase of 180 degrees.
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Yes, you have to include all you can. Maybe can be good a selection tool. You select some bricks and you copy it. And, better, put it in a "memory", as a calculator. For example, I select 3 bricks, and, pushing Crtl+1, I put it in memory 1. Next time pushing Shift+1 I can put it, as a group. With this, the groups won´t be neccesary
Piece of cake...!
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Silver wrote:I want the timing for circular bricks to be adjustable. If there are two different circular bricks with the same speed, they always start in the same spot as eachother. I want the spots at which they start to be moddable, so more jumping challenges can be made.
This 'synch' feature you're talking about is available since 0.1.3, but it has a different name: it's the initial phase of the brick. Take a look at 0.1.3's Exotic Paradise act 2.
1430 # moveable platform II 1431 brick 67 1432 { 1433 type CLOUD 1434 behavior CIRCULAR 100 200 0.1 0.1 1435 angle 0 1436 1437 sprite 1438 { 1439 source_file images/island.png 1440 source_rect 18 715 64 32 1441 frame_size 64 32 1442 1443 animation 1444 { 1445 repeat TRUE 1446 fps 8 1447 data 0 1448 } 1449 } 1450 } 1451 1452 1453 # moveable platform III 1454 brick 68 1455 { 1456 type CLOUD 1457 behavior CIRCULAR 100 200 0.1 0.1 180 1458 angle 0 1459 1460 sprite 1461 { 1462 source_file images/island.png 1463 source_rect 18 715 64 32 1464 frame_size 64 32 1465 1466 animation 1467 { 1468 repeat TRUE 1469 fps 8 1470 data 0 1471 } 1472 } 1472 }
bricks 67 and 68 are exactly the same, except they are in opposite phases. Take a look at the last parameter of the behavior line. That parameter is called the initial phase.
brick 67 has an initial phase of 0 degrees.
brick 68 has an initial phase of 180 degrees.
'facepalm'
I had no clue that was there.
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hello,
I think the level editor can more easily.
So I experimented in the blitz.
it reached a new level editor,I cal it LC (Level Creator)
it is not ready, There are still a few problems.Version 1.0 will have the same opportunities as the level editor.
From there, I want to add features.list of plans
- can change the background (speed, images...)
- can change the brick type, behavior,zindex, angle of a brick and the animtion
- can add text messages (dialogbox)
- can see how a moving object moves (with arrows) and can change that.
- the distance between the auxiliary lines can change
- can select multiple items and save them as a groupif anyone has an idea, tell it please!
I really want all the features of a level set in this program, but people with no sense should also able to handle.do you have a question, idea, comment or whatever, feel free to tell
If we select multiple bricks, I want to be able to delete them and move them together as well. Large groups that are misplaced and not able to be undone can take a while to fix at times.
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the items and enemies are ready, most buttons are also ready.
but the bricks and groups are not ready yet.
it takes longer than I expected, but the Programme is just better.
below I made a screenshot of LC 1.0
i hope you like it (because I'm bad design)
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that looks amazing so far! i can't wait to test it ^^ i hope it will be easier this way since I don't understand how to make levels on opensonic yet T_T
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the items and enemies are ready, most buttons are also ready.
but the bricks and groups are not ready yet.
it takes longer than I expected, but the Programme is just better.
below I made a screenshot of LC 1.0
i hope you like it (because I'm bad design)
Nice!
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Ah! I got an idea. Imagine this: A circular brick is placed on a level. Let's say it moves sideways. When you get to the level editor, the editor WILL show us the movement range, but we won't know where it will move next, won't we? In my opinion, when there is a two-sided arrow, the direction where the brick will move next must blink.
P.S.: This feature is for horizontal or vertical-moving bricks ONLY. this is not needed in bricks moving in a circle.
Your teacher asks you. What to answer? Say this:
"I thought the teacher is supposed to know."
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Ah! I got an idea. Imagine this: A circular brick is placed on a level. Let's say it moves sideways. When you get to the level editor, the editor WILL show us the movement range, but we won't know where it will move next, won't we? In my opinion, when there is a two-sided arrow, the direction where the brick will move next must blink.
P.S.: This feature is for horizontal or vertical-moving bricks ONLY. this is not needed in bricks moving in a circle.
This is already in the plans list
please see post 3 for my idea about the circular brick!
with bricks that move in circles can this also be useful.
Look at the picture of post 11.
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