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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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Scraper
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Re: capacity to increase tile weight in map editor

Post by Scraper » Wed Oct 04, 2017 10:36 pm

This can be made with Scripting.
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Post by Robert550 » Thu Oct 05, 2017 2:41 pm

Oh really? Could not you help me with this?
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Post by Katrtlen » Sat Nov 04, 2017 9:28 pm

Please add more cursor options while testing a map in editor. Till now you are only able to move objects with LMB, i though of more ways to affect on objects and players:

Click on any object with RMB to open a context menu, here are the commands:
  • Destroy: Destroy an object.
  • Total Destroy: Completely destroy an object, this means that it will make breakable objects don't leave any debris or destroyed versions.
  • Ignite: Make an object start burning.
  • Activate: Activate an activatable object like Button00
  • Hurt: Deal enough damage to object to make it turn gray. Doesn't affect player.
  • Burn: Only on players. It will set them on large fire instead of small fire which can be done using Ignite option.
Some options may not appear on certain objects because they will be useless. Using Ignite or Burn option on dead body will make it burned.
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Post by JakSparro98 » Sat Nov 04, 2017 9:42 pm

Katrtlen wrote:
Sat Nov 04, 2017 9:28 pm
Please add more cursor options while testing a map in editor. Till now you are only able to move objects with LMB, i though of more ways to affect on objects and players:

Click on any object with RMB to open a context menu, here are the commands:
  • Destroy: Destroy an object.
  • Total Destroy: Completely destroy an object, this means that it will make breakable objects don't leave any debris or destroyed versions.
  • Ignite: Make an object start burning.
  • Activate: Activate an activatable object like Button00
  • Hurt: Deal enough damage to object to make it turn gray. Doesn't affect player.
  • Burn: Only on players. It will set them on large fire instead of small fire which can be done using Ignite option.
Some options may not appear on certain objects because they will be useless. Using Ignite or Burn option on dead body will make it burned.
The current mouse debug mode is derived from original Box2D library, maybe only adapted to work in the SFD editor, the mode can also show the collision boxes of the objects with AltGr, stopping the mouse tracking at the same time (same done with Ctrl but it won't show the collision boxes though).

Adding all of these options you said it's possible with scripts, the only thing devs should add would be a way to read mouse and keyboard keystrokes (as already said in other threads, it's more likely they will add only keyboard reading rather than both) and then I could even provide you something like what you wanted.
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Post by Cherrybowl » Fri Nov 10, 2017 6:32 pm

I think invisible portals would be a cool addition. I want to make a level with pipes you can jump in to get teleported somewhere else but it doesn't work with the normal portals.
Or maybe a transparency slider.
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Post by JakSparro98 » Sat Nov 11, 2017 1:05 am

Cherrybowl wrote:
Fri Nov 10, 2017 6:32 pm
I think invisible portals would be a cool addition. I want to make a level with pipes you can jump in to get teleported somewhere else but it doesn't work with the normal portals.
Or maybe a transparency slider.
simple and crude script for this. :D

There's nothing wrong with your idea but, really, it can be done simply with a small script, if you will post your request in the script API section, we will provide you a solution for your problem.
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Post by Shock » Thu Jan 25, 2018 7:23 pm

*New idea*
Ability to set any BG or Solid tile on Foreground , Sure if this possible...
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Post by JakSparro98 » Thu Jan 25, 2018 10:52 pm

Shock wrote:
Thu Jan 25, 2018 7:23 pm
*New idea*
Ability to set any BG or Solid tile on Foreground , Sure if this possible...
Image
I think that changing the tiles groups behavior in order to use tiles on every (or almost every) layer type (background, farbackground, foreground, etc..) would be enough, if only it was implemented.
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Post by Gurt » Sat Jan 27, 2018 3:36 pm

JakSparro98 wrote:
Thu Jan 25, 2018 10:52 pm
Shock wrote:
Thu Jan 25, 2018 7:23 pm
*New idea*
Ability to set any BG or Solid tile on Foreground , Sure if this possible...
Image
I think that changing the tiles groups behavior in order to use tiles on every (or almost every) layer type (background, farbackground, foreground, etc..) would be enough, if only it was implemented.
Sorry, Hjarpe insisted to have the tiles in specific groups that mustn't never be mixed together when we started making the game. It's a technical inheritance today that we can't change easily without possibly breaking all existing maps. :)
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Post by Shock » Sat Jan 27, 2018 8:03 pm

Gurt wrote:
Sat Jan 27, 2018 3:36 pm
JakSparro98 wrote:
Thu Jan 25, 2018 10:52 pm
Shock wrote:
Thu Jan 25, 2018 7:23 pm
*New idea*
Ability to set any BG or Solid tile on Foreground , Sure if this possible...
Image
I think that changing the tiles groups behavior in order to use tiles on every (or almost every) layer type (background, farbackground, foreground, etc..) would be enough, if only it was implemented.
Sorry, Hjarpe insisted to have the tiles in specific groups that mustn't never be mixed together when we started making the game. It's a technical inheritance today that we can't change easily without possibly breaking all existing maps. :)
Okey... :( , How about adding some things to Foreground , like Shadows , any Blocks or something?
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Post by Hjarpe » Sat Jan 27, 2018 11:18 pm

Gurt wrote:
Sat Jan 27, 2018 3:36 pm
Sorry, Hjarpe insisted to have the tiles in specific groups that mustn't never be mixed together when we started making the game. It's a technical inheritance today that we can't change easily without possibly breaking all existing maps. :)
Sorry folks, it seemed like a good idea at the time. That's the worst part of working on a game for half a decade... you have to live with the decisions made by some fucking idiot (you 5 years ago).

I'll add some foreground shadow tiles for the next update.
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Post by JakSparro98 » Wed Jan 31, 2018 2:35 am

Currently OnDestroyed trigger is triggered only once when it reaches his destroy count, it could be usefull to add a repeat count like time triggers or simply a boolean to make the destroy counter to reset when it reaches enough destroyed objects, this could be used when the trigger have more objects to be destroyed in several stages and consequently to even trigger the OnDestroyed multiple times.
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Post by Armadyl5 » Mon Feb 05, 2018 7:43 pm

a useful setting in the map editor would be to Enable/Disable Critical shots.

basicly im asking to add a bool to Game() , "Game.CriticalshotsEnabled" , maybe also make it a setting in the server .

for map making , this would allow for scripted events to be completely possible (no risk of ruining an event by a critical shot) .

in terms of Game experience it is an acceptable setting in my opinion (although it's not much of a change to the game) .
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Post by JakSparro98 » Mon Feb 05, 2018 8:19 pm

Armadyl5 wrote:
Mon Feb 05, 2018 7:43 pm
a useful setting in the map editor would be to Enable/Disable Critical shots.

basicly im asking to add a bool to Game() , "Game.CriticalshotsEnabled" , maybe also make it a setting in the server .

for map making , this would allow for scripted events to be completely possible (no risk of ruining an event by a critical shot) .

in terms of Game experience it is an acceptable setting in my opinion (although it's not much of a change to the game) .
This makes me think about the possibility to handle critical and damage dealt for script-spawned projectiles, currently you can only control how a projectile behave trough a player affected by a modifier, It could be usefull to add this overload for the SpawnProjectile method
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Post by Shock » Sun Feb 11, 2018 12:11 pm

How about invisible Weak object? Or something like...

SetWeakObjectTrigger(useful for solid tiles , objects (and probably bg for explosions or fire))
-ability to set the damage for some object , of Projectile/Punches/Kicks and etc.
-ability to set the health of object for any damage.
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Post by Motto73 » Thu Mar 15, 2018 6:48 am

How about the ability to hide DialogueTrigger's message from the chat? Speech bubbles are nice and all, but multiple will easily flood the chat.
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Post by SAURABH » Sun Mar 18, 2018 9:10 am

Can there be more sorting options when opening a map, with "Name" and "Type".
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I would like a "Date modified" option to search for most recently downloaded or edited map faster in case of opening a map from over 40 maps in a folder.
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Post by MOOADAM » 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.
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Post by Gurt » 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.
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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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