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Originally Posted by cbk1994
Menu, but with keyboard shortcuts.
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I hope I can pull this off :P
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Originally Posted by cbk1994
Ideally, there could be an option. I'd prefer a workspace-type thing.
Also, in Photoshop/CS3 apps, you can drag the "floating" windows to the side to "dock" them.
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I don't think I'm going to allow it as an option. I think that would be way too much work designing two seperate GUI layouts. Hence why I'm listening everyone's opinions here.
Graal windows naturally dock, so no need to worry about that
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Originally Posted by cbk1994
I doubt brushes are needed; there is really no point. However, I wold like to see a way to copy tiles (you normally select tiles, right click and drag while holding left mouse button, but my mouse can not support this  ). Perhaps middle mouse button?
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Hmm... well I'm definitely going to mimic the current controls in the offline editor. I do, however, plan to map things to a key+mouse click(for example, to find a tile I plan to allow you to hold "F" and click on a tile)... I could perhaps map the duplicate function to a key.
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Originally Posted by cbk1994
It would be nice, but I don't really think it is necessary since it is so restricted. Plus, you're online anyway. Why not take advantage of it (meaning that a staff member can delete your level at any time  )
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Perhaps, but you never know. People may not want to jump back and forth between an online editor and offline(like jumping between Photoshop and MSPaint). I forgot I'll also definitely have a function to save it locally.
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Originally Posted by cbk1994
YES, definitely. Think about it, there is no way your level editor could be used as any kind of replacement if it can't support NPCs. All you would have to do is show the image of the outline figure, and editing wouldn't be too hard, would it? I made one that did this once, but it wasn't too hard I don't think.
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I figured as much...

editing isn't HARD, exactly, but it'll probably be the last thing I do.
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Originally Posted by cbk1994
That should be nice, especially when dealing with things like cliffs.
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HA! I MAKEZ MY OWN FLYING TECHNOLOGY!!!
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Originally Posted by cbk1994
I almost thought you forgot those ;o
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Never!
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Originally Posted by cbk1994
Is it possible to name them?
For example, you could do floor, sky, etc. I've never actually used layers; I don't get the point of them actually.
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Possibly... the layout of .nw in text format doesn't have anything like that in there(basically layers are determined by a single number, that's it). But... I don't see the harm in adding my own little tidbits in there. I don't think this will interfere with anything, as I believe Graal ignores anything that's not 'readable'. I'm not sure about this, and would need Stefan's confirmation.
As for the usefulness of layers... there are tons of possibilities, and a reason almost all map editors have layers. Layers themselves are not that useful, but layer+tileset transparency(which Graal does allow) is VERY useful. Imagine, instead of having different corner tiles for houses for each terrain(grass, black, cliff brown, water), simply have a corner house tile with a transparent corner... add the house roof tiles on the second layer(which display OVER the first layer), and tada, you've got house roof tiles that display correctly no matter where you place them. The same goes for other things like tree tops. Basically, it's like allowing multiple levels on top of each other, and with transparency, that's a powerful thing.
They would also be a lot more useful if you could change the way layers are displayed(over or under the player)... but doesn't seem Stefan has a lot of interest in that

There are also a lot of way scripts could bend layers to work in their favor. Zero already demonstrated this with 'images' under the tiles, and I have pulled off some cool stuff with layers myself.