Thanks a lot rey
To be honest I don't think my editor is the best around (comparing to vgvgf's or Mr.Mo's) but I'm trying my best.
I want to make a map editor but it's not my priority. The main goal is to remake the Database and add all the new features from the SDK.
However, I'm learning new things everyday and I know that one day I will be able to make a Map and Animation editor. It will be hard but doable.
I'm still planning some features for the map editor:
- Individual tile properties on map (independent from the tileset). Properties will include Roration by angle, Horizontal/Vertical Flip, Hue, Opacity.
- Layer Properties (Opacity, VX Wave effect)
- Mode7 Options (Resolution, slant, rotation, picot, zoom)
- A bunch of minor stuff like map name popup
- Areas like in VX
- Collision/Passability layers (list of custom layers to draw collision, independent from the tileset, multiple could be activated/deactivated at the same time)
Right now I'm not going to add extra layers but I'm using poccil's custom tilemap script and I thing it would be doable.
The best thing would be to make my own Tilemap class. Right now I'm using 2 tilemap scripts. 1 for normal maps and 1 for Mode7 Maps. Eventually, I'd like to merge the 2 in my own tilemap script. The problem is, I have almost no idea how this class works, but I will learn.
This leads me to something else. As I have said a couple of months ago, I've be able to read and write events. So eventually I'll be making a new event editor with the possibility to add custom event commands. But that's not what I want to talk about.
I have added a new event feature I call "Large Events". Events can now have a width and height and works like areas. This means, no need to make 15 events to make an exit that is 15 tiles large! I have also added visual feedback in debug mode. Events are displayed as glowing tiles on the map (using the almost unknown and unused tilemap's Flash Data) and depending on the trigger type, a different color will be applied (Blue for Hero Touch, Purple for Parallel Process, etc.) and this also applies for large events obviously.
EDIT: Here's a screenshots of large events.
As you can see, there's only 3 events in the editor, but 2 of them cover 3 tiles.
When running the game in debug mode, you can press the ALT key to display events.
Events color are different depending on the current page trigger.
Yellow = Action Button
Blue = Hero Touch
Green = Event Touch
Purple = Parallel Process
Red = Auto Start
A little feature that took no time to implement but saves a lot of time!
That's it!
-Dargor