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In-game editor #299
In-game editor #299
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Most previous code ported, doesn't obviously crash, need to test
src/editor/write_level.cpp
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| else if(n.Type == 86) | ||
| npc.special_data = n.Special7; |
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Since the time, there are more NPCs got the support for Special7 such as rail platforms, bill blasters, etc.
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Should we just set npc.special_data = n.Special7 for everything?
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Not so, just for these NPC that got this rule at the side of the main level file loader. There are some custom rules that could be done.
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Why are some of the SMW 16x16 hill sceneries enlarged, and others are not? Also don't worry, if the editor UI is in the repo then I can enhance the icons later. |
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@P-Star7 to my knowledge they are all treated the same way, maybe the hills that are not enlarged are actually on 32x32 canvases? |
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@ChristianSilvermoon I fixed the cursor line-up issue, thanks for reporting it.
This should already be done. Are you not seeing it? @Wohlstand I should have fixed the MagicHand integration, but I realize, there are certain events at the PGE editor that might break the integration (making a new layer, mainly). Should we worry about this or keep it as-is? |
I was not, but I'll check and report back when I can |
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I still need to verify the new editor after finish. |
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Axe mode is like Mario Editor, when clear the selection, will remove all objects. |
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If there's asset-based elements and custom block GFX, that's fine.
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Thanks @LoveBodhi for the review! I've fixed the issue you spotted where the title's assets were unloaded. Thank you for reporting this. Some questions:
I can't reproduce this issue. Can you follow up with a screenshot including you selecting the sizable block you are trying to place?
The in-game editor is not intended to show options that are absent from the SMBX editor with only a few exceptions. Can you explain how you would want this to be changed? I can consider this feature but I do not think it is needed before we merge the in-game editor.
What is the issue here? How would you want the music names to be displayed?
Is this feature supported in SMBX? Where is custom block GFX size set? |
Asset-varied. It should be a configurable name like music.ini. For custom size of block GFX, It can only be placed via Moondust. SMBX supports custom block size. As for sizable block placing issue it's: Might be Windows®issue.
Yes, depend by the image size (e.g. using a 64x64 block in a 32x32 block). |
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Also, Tileset Organization should be asset-varied instead of just SMBX 1.3 constant. |
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The infrastructure for this option does not exist at the moment, but I can add an option to display them in ID order without headings if that would be useful? |
That should can be done... |
(possible more...) Suggested to always write floating point numbers in complete form, I don't remind where, but was explained that using incomplete forms like ".42" or "42." is not good and leads some issues, I still attempting to find the explanation of this to proof it...
| X = -4000.0; | ||
| Y = -4000.0; |
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Why not to make the sort of -9999999999999 (something ultra-huge and being constant in binary form to avoid possible false positives, or something, but right, Editor won't allow non-multiple 32 camera location being set).
- Added license headers where missing - tweaked "write_common" module, make it look nicer and don't produce weird errors while using header - added missing header guards (using both pragma once and define-based) - added loading of heads at src/editor directory to make them display at IDE like Qt Creator and others - etc.
Use the RENDER_FULLSCREEN_ALWAYS where is needed to enforce fullscreen only mode
Otherwise, lots of annoyance while clicking page switching
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Okay, I had checked the most of basic stuff on the PC platform, and seems it's fine if don't count some places which need to be tested/polished more. That could be done later, and Editor itself could be kept as an "experimental" thing even after release. |
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All seems to look fine, we can merge this soon if nothing special is needed. All bug fixes related to the Editor could be done after merging easily. Also, I will need to test out the work of things on Android using the touchscreen and plugged gamepad.
The editor seems still needs more polishing (regarding events settings, etc.), and so, even if we release the general thing, we can mark this editor as an experimental thing easily.
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Keeping in a mind, the menu bug still not been fixed, so, keeping it to be fixed later into branch "master" directly. |















The in-game editor has been ported and is ready for testing and feedback as we prepare to merge. To enable the editor for testing, please set the "enable-editor" flag in the "[main]" section of the settings ini. Additionally, the editor icons found here (https://github.com/Wohlstand/TheXTech/blob/master/docs/EditorIcons.png) should be placed in the ui asset directory.
It should currently have full game-controller support (without multiplayer / multicursor at this time) for in-couch editing and testing.
It currently lacks support for most TheXTech-exclusive features, but it will not damage levels that include them.
In case of any issues, please back up any of your own work before editing it in the in-game editor at this time.
On my side, I think we are ready for a merge, maybe with a minor notice that the editor is in a beta state. However, I am sure that community members will have some good feedback before we do so.
Todo list: