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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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Tom Th3 Assasin
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Re: Map Editor Suggestions

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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Motto73
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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:
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Motto73
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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 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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