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Map Editor Suggestions

Give us your input on how we may improve the game in future versions.
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MOOADAM
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Re: Map Editor Suggestions

Post by MOOADAM » Thu Mar 22, 2018 12:38 am

Gurt wrote:
Wed Mar 21, 2018 8:23 pm
MOOADAM wrote:
Tue Mar 20, 2018 11:34 pm
how about just making the map editor simpler in the first place, (i assume that's hard to do but I'm just saying) because i think any random person should be able to create a map, but hey the game isn't about map making its about superfighting.
Do you have any specific designs in mind that will make the editor much simpler to use?
In it's core you only need to drag in tiles from the right list into the workspace and you have a map to play.
Last time i checked it (which was about a year ago) i spent like 20 minutes trying to do stuff and place mess but couldn't figure it out. So it was really me just not knowing how to use it. I spent a little more time on it about an hour ago and i have much better understanding,[is there a way to test the map in the middle of making it???] Also i guess my new suggestion is, How about a tutorial fro the map editor or something like that?
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Post by Tom Th3 Assasin » Thu Mar 22, 2018 12:47 am

MOOADAM wrote:
Thu Mar 22, 2018 12:38 am
Gurt wrote:
Wed Mar 21, 2018 8:23 pm
MOOADAM wrote:
Tue Mar 20, 2018 11:34 pm
how about just making the map editor simpler in the first place, (i assume that's hard to do but I'm just saying) because i think any random person should be able to create a map, but hey the game isn't about map making its about superfighting.
Do you have any specific designs in mind that will make the editor much simpler to use?
In it's core you only need to drag in tiles from the right list into the workspace and you have a map to play.
[is there a way to test the map in the middle of making it???]

Also i guess my new suggestion is, How about a tutorial fro the map editor or something like that?
Yes,you can always test your map's in middle by pressing F5 key

There is also a Template map given in the folder,Its much like a tutorial map for beginners.Which show's every basic part for map making.
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Post by Motto73 » Thu Mar 22, 2018 2:02 pm

MOOADAM wrote:
Thu Mar 22, 2018 12:38 am
--
but hey the game isn't about map making its about superfighting.
--
Last time i checked it (which was about a year ago) i spent like 20 minutes trying to do stuff and place mess but couldn't figure it out. So it was really me just not knowing how to use it. I spent a little more time on it about an hour ago and i have much better understanding,[is there a way to test the map in the middle of making it???] Also i guess my new suggestion is, How about a tutorial fro the map editor or something like that?
Yes, for most of the people the game is about superfighting, but there is the part of community that mostly makes maps/scripts.

Usually I have a lot of suggestions on how to make something simpler or easier, more visual or anythign that could improve something. But honestly, I don't have any ideas how SFD map editor could be done more intuitive or simple. You drag a tile, resize it and leave it where you want to. On every tile with some functions there is a help button with detailed info what it does. For example SpawnPlayer:
Image

If you don't understand the meaning of ? symbol (which is universally used as "help") there literally is a "Help" menu in top of the screen:
Image

A good idea is to read the instructions before using anything. The F11 help window contains everything you need to know about the tiles, their relations and usage. (If you are doing some coding you might find the ScriptApi useful.)

Spending 20 minutes or one hour might sound a lot for you, but a lot map makers, like me, who make maps for everyone to enjoy, use multiple hours every day. Making maps is simply time-consuming, no matter how simple the controls are. Also, the help section is literally "Tutorial" already:
Image
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Post by Motto73 » Sat Mar 31, 2018 6:20 pm

I'd like to have more plants and wildlife here. For example rug-like grass tiles and bushes would be very nice.
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Post by Motto73 » Sat Mar 31, 2018 7:02 pm

Time for MORE marker suggestions!

3. ConnectJoint
Image
WeldJoint's tougher big brother

It would work like Weldjoints to users but instead of making invisible "rubber band" between tiles it would actually combine the connected objects into one tile! See the examples:

Here you can see the normal WeldJoint in use: it makes bonding with certain force between connected objects:
Image
Here is ConnectJoint: It combines the textures into one big tile and also into one big collider:
Image

Benefits:
  • It could reduce a LOT lag when having multiple tiles weld together
  • It would make connection more constant, and avoid the "rubber madness" bug (see below)
  • It has a cool symbol
Bad things it might have:
  • Computing the new colliders and textures might take more time than just making the force connection
  • More tiles might confuse people
  • Someone might mistake the symbol of actually meaning something instead of being a failed drawing
"Rubber madness" bug (.gif by @Zere )
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Post by JakSparro98 » Sun Apr 01, 2018 2:51 am

Motto73 wrote:
Sat Mar 31, 2018 7:02 pm
ConnectJoint suggestion
I would like to see something like this come true, but I strongly fear that It won't happen since the player could create a new fixture (a box2d collider to be clear) that could be concave and this is not acceptable in the engine.

Nothing impossible though, only a lot of work (and equally willpower from the devs) to add the new mechanic, some check in the editor to accept only convex shapes and prevent futher game breaking bugs due this new addition.
Off Topic
sometimes I think that for adding these time-consuming features they should consider to hiring some extra code helpers (and no, I'm not thinking about myself, I cannot handle an entire game as developer, also because I've already a job currently).
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Post by Motto73 » Sun Apr 01, 2018 7:18 am

As nice as it sounds on first sight it actually has a lot problems @JakSparro98. For example, how should tile health be handled? If you connect barrels, crates and solid tiles, what happens when someone shoots it? Things aren't as simple after all.
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Post by JakSparro98 » Sun Apr 01, 2018 5:21 pm

I don't know much how Box2D works but I found something that explains two ways of welding objects together, one is with weld joints but the page itself also says that this first method will have a problem, the one we have already experimented (weld joints are not perfectly rigid), the other seems to be a single body solution, here is the source.
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Post by 7rodo » Fri May 25, 2018 3:08 pm

Hydrate tank? When attacked it sprinkles water up the way and the water fades away...
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Post by Shock » Thu Jun 28, 2018 11:35 am

Here's some of my new ideas

1.ChangePlayerTeam
-Changes player team while round
► Show Spoiler

2.ChangePlayerModifier
-Changes player modifier while round
► Show Spoiler

3.ChangePlayerProfile
-Changes player profile while round
► Show Spoiler

4.ChangeObjectColor
-Changes color of any object while round
-Possibility to choose colors for changing


5.OnPlayerCommand
-Gets player if any command is done or while doing any command
► Show Spoiler

6.**GibZoneImproved
-Possibility to set filter objects or players that will be gibable in this zone

7.FarBackgroundText
-Possibility to set parallax as FBG tile for the text in layers
► Show Spoiler
8.SetWeakObject
-Possibility to make any tile weak , that will be destroyable
-Possibility to set weak object health to destroy
► Show Spoiler

9.InvisibleWeakObject
-Invisible weak object , that will be destroyable
► Show Spoiler
10.MoveObjectTrigger
-Moves any object in different neverending directions
-Possibility to set angle of movement
► Show Spoiler

11.**GameOverTriggerImprove
-Possibility to set the name of gameover

12.**PlayerModifierProfileImprove
-Possibility to set random modifier onstartup
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Post by Moodic » Thu Jun 28, 2018 1:32 pm

More foreground variations of normal solid/background tiles? Please?
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Post by StarNord » Wed Sep 05, 2018 8:32 pm

SFD's map editor, as of now, lacks many decorative tiles that deviate from SFD's dark and bleak art style, what I mean is that you can't really replicate, let's say, sonic with SFD's colour palette, it would just be plain impossible.

And of course, this doesn't need to be possible but I think there should be an option for players to be able to sink in tons of hard work to completely change their level's aesthetics to match another game or just to give their own level a completely unique aesthetic.

So, I present to you... The pixel, which would exist in all three categories of tiles, solid, foreground, background, and far background, so what is it? A literal pixel, which can be moulded into whatever you want and won't just use SFD's limited colour palette, instead, it'll use RGB colour values to determine it's colour.

To be easier to "mould", the edges of the pixel would be able to expand by dragging the edge like any other tile currently in the editor, this would make the process of making a tile less monotonous, like having to copy-paste it again and again just to make a damn line.

and for a more complex suggestion... after the tile is done, it can be put into a "tile group" which'll function like a normal group but it'll be able to expand and shrink like tiles.

Now, I have absolutely no idea whether something like I suggested is at all possible, for all I know, the devs might be laughing their asses off at the absurdity of my suggestion or feel shame because their limited game can't have a mere pixel as a feature, but that's beside the point, which is, take my shit with a grain of salt...

Okay, let's say it's not possible, I've been making backgrounds pixel-by-pixel with the BgDamage00A tile, and I hate that I have to copy-paste again and again just to make a damn line and I hate the fact that the colour of the tile can't get any lighter even though lighter colours exist in SFD's palette.

If the devs wanna go the minimalist route the least I want them to do is make a new "pixel" tile that has all the colours in SFD's palette and exists in the categories FG, Solid, BG and FBG.

Edit:
Another good thing with the pixel tile is that, if you are just feelin' nostalgic but have no intention on making an entire level of mario world, because you just aren't talented enough to pull it off accurately, or you don't have the time, you can just make some of the tiles used in mario and upload it to the cloud and hope to inspire someone who's more talented, or has less of a life than you, to make a mario world themselves.

And this also solves all the tile suggestions, if you want a tile in foreground you can replicate the tile with the pixel, tile group it, and then post it on sfdmaps or something for fellow mapmakers to use.
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Post by Katrtlen » Thu Oct 11, 2018 12:45 am

I know that there is still a bit of time before SFD will be released on steam with CPU AI, yet I think that developers haven't thought about adding such feature for your maps and even if, I would like to share how i would like to see this.

New markers:

BotControl - With this marker you can make a movement and action path for CPUs. In other words, CPU will walk into places and shoot, grab, jump, etc. where you wanted. Here goes options for this marker:
Object ID
Target player: Select CPU you want to be controlled.
Target path: The start of CPU's path. Select first BotControlPath marker.
Loop: If you want CPU to endlessly move by moving to first BotControlPath after finishing whole path. False / True.
Activate on Startup: If you want CPU to move by path in startup. Otherwise you have to activate this marker with BotControlValueTrigger. True / False.
Enable Actions: If you want CPU to perform actions from BotControlAction. True / False.
(Additional) Track Type: The way CPU moves into BotControlPath markers. Shortest / Random. Random will make bot travel into BotControlPath in a random path. This means CPU will decide whether to move eg. through floating platforms or going under tunnel to reach path marker.

BotControlPath - Marker working as movement path for your CPU. After you place this marker on map, CPU will automatically move to location of this marker in shortest way (or random way).
Object ID
Object Type: Static or Dynamic. Yes, this can be dynamic.
Target Path: Next BotControlPath CPU will move into after reaching this one.
Delay: Time in miliseconds CPU will wait before moving into next path.
Activate Triggers: Which triggers will be activated after CPU will reach this path.
Stay: False / True. If CPU should stay in this path until BotControlValueTrigger will order to move further (skip option). Can be used in situation eg. you welded player with BotControlPath so CPU chases it.

BotControlAction - Marker working as spot where CPU will do something when touching it in it's path.
Object ID
Object Type: Static or Dynamic. This can also be dynamic!
Action: What CPU should do. Jump / Roll / Sprint / No Sprint / Walk / Grab Ledge and Release / Grab Ledge and Jump / Punch / Kick / Block / Select Slot 1-5 / Grab / Grab Corpse / Fall (CPU collapses, when used on ledges then CPU will fall) / etc.
Action Time: Time in miliseconds of how long CPU will perform certain actions.

BotControlValueTrigger - Trigger which allows you to modificate some values and CPU controlling in general. You can change BotControl options and one option made for BotControlPath (skip).
Object ID
Target: Which BotControl's values you want to modify.
Loop
Active on Startup
Enable Actions
Track Type
Skip: False / True. If set to true, CPU will skip current target BotControlPath and move to next one. Mostly used for stopping CPU from moving into BotControlPath markers with stay option as true.

It's countless how you could use those markers in your maps, in simple or creative ways. Developers, please think once or twice about adding this, in my opinion it will make SFD steam release even more spectacular.
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Post by RickAvory » Thu Oct 11, 2018 1:26 am

This sounds great for map creators. I am not that experienced with map making however this can be very useful for cutscenes even, similar to how in the beta there is a particular cutscene where the bot performs a punching action. This can be more easily achieve with more nodes like this.
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Post by Yigrido » Sat Oct 13, 2018 5:39 pm

Or it could just be an extension of the PlayerCommand trigger.
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Post by Shock » Thu Nov 15, 2018 10:40 am

Hello, i would like to suggest some new tiles in Map editor.

1.Ground + Grass(MilitaryObjects + Dirt)*New tile
-Usual ground object
Image

2.Ice(SnowTile)*New tile
-You can slide on the ice.
Image

3.Translucent water(Water)*New tile
Image

4.Plant(Plant)*Fixed tile
Image

5.Translucent mist(Mist)*New tile
Image

6.New FBG(FBG)*New tile
Image

7.New trees(Trees)
I made my own art to show you how "good?" can it be
Link

Download materials
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Post by Vitamin E » Thu Nov 15, 2018 8:18 pm

Image

I think ice physics could lead to some funny gameplay and I’m all for it. Good idea Shock! Maybe add snowballs too? It's that time of the year to have a snowball fight
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Post by Diamond TH » Sat Nov 17, 2018 7:08 am

Shock wrote:
Thu Nov 15, 2018 10:40 am
3.Translucent water(Water)*New tile
Image
I like this idea the most! There will be more fun gameplay with it if they'll add some special physics to it ( and AIR bar ( maybe ) ? )
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Post by [HERC]riotz » Sat Nov 17, 2018 10:43 am

here what about allowing player command trigger to remove the created npc ai(by using the player source to specifically make npc change ai) now what i mean is that since the npc with the current engine if they have predefined AI they cant be controlled with player command trigger thus we need to have it either be possibile to use the playercommandtrigger or clear player command to change the AI of it in game (for example the bot would first have no predefined AI on round start and then with the playercommandtrigger it'll "inject" the Fighting Ai(tutorialmeleeA) to attack the player
this might be a really awful idea but since we'll get an update someday i decided i want my suggestion to be heard somewhere
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Post by Shock » Mon Nov 19, 2018 9:20 am

I will put this in the map editor topic since i have object ideas with their additions

Thanks for @Vitamin E and @[Failman] for ideas and help.

1.I was thinking, we could use piles of snow to make snowballs with the snow pile[we can also set the amount of snowballs, that we can take there], getting smaller the more snowballs we make until it’s a lump. We could also add icicles, that falls down when shot at as a stage hazard in snow themed level, players can come up with using hazards according to that stages theme.
► Show Spoiler
2.Adding some light sources with different colors can be helpful while making different "map's-mindset" or atmosphere you need.
Field and Hay stack is the next objects/tiles that we can use while making different types of fields.
► Show Spoiler
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