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Other Projects / Re: coding a level-editor for Lemmings
« on: September 27, 2013, 06:01:44 PM »Hey, take your time. I think this is the most full-featured level editor I've seen to date, it looks pretty impressive.
I second that. I would totally use this when it's released.
Thank you for your support! Thanks to this forum, I definitively rose my initial goal at coding this level-editor At the beginning, I just tried to code a little convenient level-editor for my own game, but now I've tried to make a level-editor "to rule" all the other Lemmings editors You'll tell me!
This week, I cleaned the code a little bit, and I added two new useful features:
- feature #1
up to now, you were able to swap 2 items' # (with 1 click, make one item appear in front of another or vice-versa, depending on their own #).
This week, I added the "reindex" option. With this option, you don't swap 2 items' #, you only deal with a single item. To make it short, using "reindex" allows you to manually specify a new # for an item (for example, the item you've just added to the level (highest #) can now be set to be the very 1st item of the level (lowest #), and all the following items will be nicely reindexed: I'm sure you'll like this option very much It will no longer be a pita to reorder your items in a level.
- feature #2
until this morning, the editor lacked the possibility to make circles of entities: now you can Obviously, you can set the circle's radius, but you can also adjust the density of entities along the circle. I can't remember having already seen this in Lemmings1 levels, so I think it's a first to have this kind of option!
I tell you once again: I can't wait to see the new levels you will create for Lemmings with the editor!!! (but, it is likely that I'll miss the september deadline for the release...)
... by the way, did I say that Undo & Redo functions allow 30 steps backward and foreward?
=> left: level's borders activated on top+bottom sides /// right: no level's borders activated on top+bottom sides, so entities that make the bigger circle aren't blocked: can you imagine the new ideas you'll be able to bring in level design, with the "Circle" option?
=> different entity densities along circle paths (same radiuses)