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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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themangobomb
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Map editor idea

Post by themangobomb » Tue Jun 07, 2016 6:50 pm

I like other people know that programming is hard. And when it comes to that i barely know it. It is why i came up with the idea that Mythologic Interactive's next project should be better map editing. I'd like to see it where all you have to do is place blocks, spawn points,and cpu with ease.
Please improve,
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Post by Motto73 » Thu Jun 16, 2016 1:23 pm

Shock wrote:
Update of area trigger
I always have the problem , where bots activate area trigger , this is the very big problem when you have created a map with the synchronization of the shadows , and when you fight with the bot , Shadow Synchronization will change his shape and appearance from light to dark , but it must be only for players , is well shown in one of my old maps Find The Exit Long Night.
Please add this feature to the area trigger , to ensure that it was possible to recognize the Cpu , for players and objects , for players and cpu , objects and the cpu , for all.


Thank you for attention!
So this is simple. Just a few lines of code.

Code: Select all

public void MyVoid(TriggerArgs args){
IPlayer ply = (IPlayer)args.Sender;
if(!ply.IsBot){
	//activate the trigger or script you want to, like saving the trigger you want  to trigger as a variable.
	}
}
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Post by TheOriginalCj » Mon Jun 27, 2016 7:53 am

I was just thinking of adding up and down buttons so that when players use the elevator, the buttons act as a visual aid telling players which button does what.
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Post by TheBlackshot » Fri Jul 01, 2016 11:24 pm

I want to access the map editor without starting SFD, as a seperate .exe
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Post by KliPeH » Sat Jul 02, 2016 3:22 am

TheBlackshot wrote:I want to access the map editor without starting SFD, as a seperate .exe
Read:
Gurt wrote:
KliPeH wrote:A separate .exe file for the map editor, so the game doesn't need to be run in order to open it.
It would also allow to right click an .sfdm file to "Open with..." the separate map editor and edit a custom map that way, rather than running it and using the "Open" option (which still doesn't show me the maps I download for some reason).
The editor still need to load all the assets the game and I don't consider this a small suggestion in any way. It's a bit of redesigning how the game handle .sfdm files and such. Sadly, the game only registers maps during boot so any changes after will not be registered, this is something I want to improve in future versions so you can "live" download maps and select them. But that's for future updates.
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Post by Rubber » Tue Jul 05, 2016 8:26 pm

If there's one thing I really, really want as a "Map Maker" is the possibility to add soundtracks to maps that play at certain moments. I know that there's the sound area, but i need something a bit more emotional for a boss fight :)
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Post by Hjarpe » Tue Jul 05, 2016 11:20 pm

Rubber wrote:If there's one thing I really, really want as a "Map Maker" is the possibility to add soundtracks to maps that play at certain moments. I know that there's the sound area, but i need something a bit more emotional for a boss fight :)
There is a soundtrack in the works. In the final version you'll be able to play various tracks and control them via scripts. We'll reveal more at a later date ;)
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Post by TheOriginalCj » Thu Jul 21, 2016 8:45 am

Weld all entities in a group to eachother. Essentially creating a weld, targeting all group tiles to the weld, except this is all done with a press of the button, instead of tediously.
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Post by M_M_M » Tue Aug 09, 2016 5:51 pm

A smaller version of WoodBarrel01 (the rolling version) that fits the size of WoodBarrel00. I need my small rolling barrels dangit.

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00 and 01 for size comparison to see what I'm talking about.
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Post by Pricey » Tue Aug 09, 2016 11:17 pm

I think BgPottedPlant should be able to be two
colours, one for the pot and one for the leaves.
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Post by Shark » Wed Aug 10, 2016 12:18 am

A realistic tree?? with beatiful leaves
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Post by Zere » Wed Aug 10, 2016 2:07 am

In my opinion we should be able to color containers because their colors usually vary quite a lot.

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Post by M_M_M » Wed Aug 10, 2016 5:50 pm

A stronger, metallic version of the wooden planks, something like sheet metal? There's actually a general lack of destructible metal-based items that isn't furniture or metal hatches that are actually made of papier-mâché.
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Post by M_M_M » Sat Aug 13, 2016 6:00 pm

A small nitpick, but there's a naming inconsistency between solid and bg tiles of pipes.

Solid tile pipes are under Metal04, while background pipes are under BgPipe00.
Last edited by Gurt on Sun Sep 11, 2016 2:15 pm, edited 1 time in total.
Reason: Updated the topic
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Post by JakSparro98 » Wed Aug 17, 2016 12:48 am

Tile depth feature.

Inspired by the render technique in Game Maker that allows you to adjust the render order for the game objects, for instance a background tiles would rendered as a foreground tile.

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Post by Motto73 » Wed Aug 17, 2016 9:26 am

Hi!

Here are some suggestions for the BG:

- Remember those clouds back in the Original SF? They would be great in here too
- An idividual light tile, like the lamps have with alpha texture, and maybe with other shapes? (like round, square and sizeable?)
- Shadow tiles, using the same idea that the light tiles use?
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Post by Motto73 » Fri Aug 26, 2016 7:38 am

 ! Message from: KliPeH
Manually merged this thread into the map editor suggestions one since it belonged here.
Hi all!

I'm not sure if this topic is in right place, but here is my suggestion:

There could be a search option in the editor, where we could search for different tiles placed on the editor, and for their customId's. It could be activated by ctrl+F. This would be very useful in big maps, which you are making for a long time and you forget where didi you put the triggers etc.
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Post by Armadyl5 » Wed Aug 31, 2016 9:38 pm

i would like to suggest "IsHit" as an addition to the API , if the player is hit (the animation of being hit plays) , it would be very useful for certain types of scripts .
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Post by TheOriginalCj » Wed Aug 31, 2016 9:49 pm

I haven't really made a good suggestion lately, mainly because I don't want to suggest something so outside the box it just sounds awful, but perhaps I could think of something simple that would make a much better map making experience.

Reasons to Consider:
To keep it short and brief, I've made some simple reasons the two layers should be consolidated (important points in bold):
  • Eight separate group layers is quite a bit, and becomes difficult to browse through. This becomes a problem when I want to make all non-BG tiles invisible sometimes foreground tiles (If i was to use them) would block that, and it would require me to click again to make them invisible. It would be much easier If I was to simply have to click and make them all disappear simultaneously.
  • There are too few FG tiles to really have their own group. Personally I feel this wastes space and if it's only for 20-something tiles, it just seems like allocating a small section of wastes space.
  • Some solid tiles should be above the player space but they are stuck in a layer that does not have these properties. Even more simply put, If you want to have that effect where certain solid tiles are viewed above the player, it would be nice to have that option for more creatively oriented map makers.
  • Similarly, some FG tiles could also function well enough behind the player layer. Same as above, for creative map use.
How will this be done:
Firstly, it should be that FG tiles are consolidated into Solid Tiles.

Next, a new option in the layer menu will include the Player layer (really bad rhyme I know) within the layer view of the newly consolidated Solid tile layer. For those who may not understand what I'm talking about, on layers (e.g. Debris and Items layers) Players will always appear behind these layers, where in other layers (BG and FarBG) they will appear in front of them. Currently, in between the Solid layer and the Foreground layer, the layer players are located is directly sandwiched in between them.

With this, a map maker can control which layers of solid tiles are in front and behind the player, therefore it would be as if the FG layer was never removed. Not only will it be easier to load and create maps, but it will allow for even greater customization.
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Post by Billy » Thu Sep 01, 2016 7:56 am

You all know the HOTEL letters?
How about giving us all letters in the same style as the HOTEL letters?
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