Quote:
Originally Posted by warp2ukew
I'm not sure if this is even possible, but I'm so sick of having to add a new script everytime I use a different tileset. Is there anything you can put in this to eliminate that?
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The way it works right now, is that each addtiledef you would have done in a NPC script, is now added to the tileset list. There is a "main" tileset that completely replaces the previous tileset and equals the functionality of the normal addtiledef. The other tilesets only replace parts of the current main tileset (like addtiledef2).
Quote:
Originally Posted by cbk1994
I seriously doubt that the editor will be able to run GS2 scripts; however, my guess is it has syntax highlighting, and indenting.
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Also, yeah, no GS2 support, but I am kind of hoping for some kind of "test level" functionality in the (far) future.
Quote:
Originally Posted by excaliber7388
How much is made for Mac OS X?
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Well, "basically" it only needs to be compiled in OS X, but that is probably connected with additional problems since GTK is apparently (?) quite badly supported on the Mac.
Quote:
Originally Posted by DustyPorViva
Eh... I made some icons for Zero's, but they were small 16x16 pixelart stuff. Sorry, I can't do vector.
I don't see anything in the screenshots for layers...? 
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They don't really need to be vectorized, it should be possible to scale them around a bit without too much loss even when they're pixeled.
Also how are layers actually drawn in Graal? It shouldn't really be a problem to add them.