[QUOTE=Codr;n188756]
[*]What did you find cumbersome about working with levels in Graal?
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Lack of transparency support without using dedicated NPCs
Lack of layer support to create overhead images without using dedicated NPCs
Very inefficient support for light effects, so I completely disregarded them in favour of performance
Lack of support for particle effects (unless you like 1FPS light shows) and shaders.
Editing large maps sometimes was annoying to navigate, it feels like it was completely out of the scope of the editor, and was tacked on as a last minute addition. I feel like it should have had some sort of button to press on your keyboard so you could click on an area to navigate to. Maybe a small overlay downscaled to <25% of the size of the map. I dunno if that makes any sense. Perhaps another way to put it would be that it imitates the map in Graal when you press M, and then you could click on a spot on the map to focus on it.
I think this is probably a bit beyond the realm of my knowledge, but file being the container for the scripts and the filesize limit imposed on them was a massive problem for a lot of people trying to do a lot more advanced scripting. Sure, this inspired a lot of creative solutions, but I think people could probably use some more wiggle room.
Another thing I might point out is that there were “predefined” tiles that you could use. I think maybe having that as a bunch of elements laid out to select, rather than them being sequestered to a list that you need to navigate, would be much more useful.
[QUOTE=Codr;n188756]
[*]Would a smaller tile size be preferable?
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16^2 px tiles are already generally considered “sub” tiles by size, considering the character is roughly two tiles wide and less than three tiles tall. I think the tile size is more than adequate, but that’s my opinion.
[QUOTE=Codr;n188756]
[*]Would a larger level size be preferable?
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Personally I think it’s fine. However, bigmap support should be integrated and easy to implement without external programs and text editors.
[QUOTE=Codr;n188756]
[*]Is editing a level file in a text editor important to you?
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I think the biggest flaw with the editor is that sometimes you could softlock your level and require the use of a text editor to remove the problematic NPC. It would be nice to retain that functionality, however, maybe there is a way to completely avoid having that problem in the first place.
Some of my favourite features in the editor was the drag and drop shortcuts. Like, right clicking with a “carried” tile or pattern would fill a targeted tile and all of its immediate siblings with the pattern/tile. Duplicating with right click was also pretty handy. Perhaps a feature similar to this one would also be very handy, but I can understand if that’s a bit harder to implement on a tile based program. I also loved how you could jump in and out of testing without being bothered to save the file, and it was also surprisingly easy to edit maps when you were online. The workflow in the editor is very underrated.
Looking around, I think Gonstruct probably solves a lot of problems I’ve mentioned. I dunno, I haven’t used it before, and I’m only really basing my problems on the editor intended for the _222 client.
edit: oh you’re not talking about Editors. Uh… ignore this I guess.