External board editor??
#1
Posted 15 November 2007 - 11:33 PM
no? I thought not, somebody should design this right away, if not just for my benefit!
what yall think?
#2
Posted 16 November 2007 - 12:02 AM
#3
Posted 16 November 2007 - 12:31 AM
#4
Posted 16 November 2007 - 01:58 AM
Plus, random level generators could make a basic layout really fast, and you would only have to fine-tune the details.
And it'd manage board transitions, to make sure the solid and non-solid blocks match.
#5
Posted 19 November 2007 - 01:08 PM
--ajs.
#6
Posted 19 November 2007 - 01:28 PM
- Bertrand Potato
#7
Posted 19 November 2007 - 01:56 PM
How about an editor, where you can actually see ALL the boards at the same time, or at least boards linked with each other? Then you could zoom out and see where the boards connect etc etc...more or less what LogiCow mentioned.
<Beige> In Finland, they defecate on each other's sleeping areas.
<Beige> It's a cultural sign of respect.
#9
Posted 19 November 2007 - 08:43 PM
Sai'ke, on Nov 19 2007, 01:28 PM, said:
More of the latter but if something like this were to come along then I'd defnitely check it out.
#10
Posted 20 November 2007 - 05:32 PM
Galladin, on Nov 19 2007, 09:56 AM, said:
There is an obvious problem with THIS particular idea because alot of games boards, when connected together this way DEFY SPACIAL RELATIONS, even Caverns does.
You'd have to come up with an algorithm to detect these spacial imposabilities and display them in another empty section of the omniboardmap or something.
Anyway, I think just a board editor that scales and an easy way to navigate the board connections would be interesting, like when you're zoomed all the way out of the board, pressing left with load up the board connected to the left.
Of course that idea wouldn't work with robot connected boards.
Anyway a board with a paint mode, with layers and what not would be cool, HOWEVER you'd have to save the works in progress in another format.
On another note, I think it would be wise to make a release before hand that does little more than reformat the .mzx file to allow for more characters colors, etc. which could be something as simple as allocating words instead of chars for color and char information.
As for expanding overal graphics, I think the option of loading a bmp file as a char map, and loading 8x16 chunks of the bmp that correspond to char+color*(1>>16) (assuming we're working with words here) would be interesting. But that's another matter.
On the division of the mzx player and the mzx editor, I think this was only really needed back when memory was limited, if ever memory becomes a problem this would be a good idea, however I don't see a good reason for it.
#11
Posted 21 November 2007 - 06:53 AM