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Some ideas for the level editor
the level editor currently allows you to edit 1 level thats it.
I think someone(hopefully graal develoupers) should update it. Most importantly with 4 features, a 3X3 grid for levels meaning you can test a total of 9 levels at once on a Gmap, this allows you to test scripts that would need to work on a Gmap, as well as easily connect levels tiles the second feature is npc based. As you know there are a few basic npcs you can select in editor. I suggest an npc script that allows a moving npc to check for walls and move similarly to a player, if a player encounters a wall while moving diagonaly, they keep moving in either direction, just not forward. Of course this could be scripted yourself, but good moving npcs are such an important part of any online experiance that it would be very benificial to the community as a whole. Finaly, Graal has a basic system, asdqmp and directional keys all have functions that are preset, but some playerworlds dont benifit from this, the suggestion is an easy and obvious way to dissable it. oh and of course, GS2 compatible :cool: |
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load what map? should i pull one out of thin air?
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In the extant level editor, if you have a properly set gmap and load any of the levels on it, then when you load a single level IN said editor and scroll to the side, you can see the adjacent levels. If you drag the four-point-arrow over the level-edge-warps, you can then edit the next level over. I believe if you save after having edited levels in this way it even saves all the levels you've been wrapping between, handy for when you put a tree right at the intersection of four levels.
Setting a GMAP properly though, that I no longer recall. I believe it's clientside setmap string,string,x,y;, but don't quote me on it. |
that seams pretty over complicated though (i had to read it about three times to get it), its just a suggestion and the level editor practicaly works on GUI, i just thought it would be easier for everyone if they could load 9 levels and work on them all at once side by side.
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Its simple. Place a NPC in one of the levels with the map command, make sure the map is in the same folder as the levels, load that level and there you go. Everything is connected.
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Maniaman I think your level editor (the one that is using drawing panels i think or the offline sharp editor you were working on) should basicly only do tile editing, and once it is done people can save it online and play it directly, and then edit npcs with an in-game editor. We also plan to interface the script editing with Eclipse including script highlighting, breakpoints, debugging etc.
So basicly the concept is to have the best editor for each task, we could expand Graal to directly launch external tools for editing levels, images, ganis etc., basicly like when you click on a file in RC file browser. |
It would be cool if Graal came with a development tool for every Graal related task.
No more people asking why their gfx can't be seen in graal ;) |
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