Attached is the latest version of the editor. This contains several additional improvements, and is the most usable version of the editor so far by a mile. I still want to generalize elements as much as I can - that will be a goal of future revisions.
Seth - I love your energy ball/spawner/receptor graphics. Can you fit them into the standard character image template to give them n/s/e/w directions? Thank you!
Combining changelog for the past two versions:
v15
Fixed jump - you no longer need to "
land"
on a tile to be able to jump from it
Fixed item bump system
Removed appear-at scripts with simpler version using _MyScript variables (reducing total lines of code by an incredible 95%!)
Removed self-location detecting scripts (thanks to _MyX and _MyY variables)
Replaced many orientation-related variables with _MyO variables
Changed turn order system to simplify adding additional objects
Imperative ghost for many NPCs - prevents need for all npcs to disappear/reappear when throwing portal
v16
Added improved turn order management to support deletion of NPCs without code change
Generalized input-gathering NPCs
Set default scripts for all major elements
Set player, portholes, feeler, and logic NPCs as global scripts
Added GlobalInitializer character to initiate global scripts
Changed event handler NPC so that it's only job is to handle game events
Added StartingPosition chacacter - place this character as the player's starting position in a room
Exit character - This character represents the exit, and will set appropriate flag
Particle effects for fired portholes!
Things to know when editing with v16:
1. Your first room must contain an NPC of GlobalInitializer character type as the first item you place. This character is indicated with a (!) in the list.
2. Characters marked with (*) are placeable. You should not place characters marked with (-).
3. Place StartingPosition and Exit characters as your entry point and exit to your room. You can have one starting position, but several exits. StartingPosition will use its own location and orientation.
4. Place cubes and turrets in your level by declaring them as the appropriate character type. There are five pre-made characters, all functionally identical. Each NPC you place must be a unique character, so at the moment you can place a maximum of five of these apiece. Numbering order doesn't matter as far as you're concerned.
5. Energy balls/receptors/spawners must be placed as a numbered trio. The location of the energy ball doesn't matter - it will spawn in the spot the spawner is facing.A receptor will accept any ball that lands in in.
6. Cubes/turrets/balls/spawners/receptors cannot be placed with a diagonal direction.
7. Place NPCs of character type Invisible to create no-portal walls.
8. Located in the character type EventHandler is a skeleton script for handling Exit and EnergyBallRecptor events. Importantly, this is where you will indicate what level entrance you want to travel to when reaching the exit. Copy the code from the default script and use as you see fit.
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[Last edited by RoboBob3000 at 04-11-2012 01:09 AM]