O Ilusionista
Captain 100K
oh, pretty cool idea.
Piccolo said:My main objective with the level editor is to create a minimalist in-engine simulation ; that is you have a dot entity that spawn at the start of the level, you can move it around and as you go forward it triggers the spawn/group/wait/etc events. Clicking on an enemy entity will kill it so that the spawn/wait events flow continue to get processed accordingly. This simulation mode should basically give you an idea of what it is to play the opened level, abstracted from fighting & all.
rafhot said:seems to working fine, i will test more when i come home
i noticed that the blast attack type is not in red like other attacks
Piccolo said:Anyone can test this version please ?
This is the version that added .pcx support from the end of july, but I managed to compile it the old way.
bbox {x} {y} {right} {down} {z}
~Determines where the entity can be hit.
~{x} and {y} are the x and y coordinates of the top left corner of the box, starting from the top left corner of the frame and moving right/down. {right} is how far to the right of {x} the box extends. {down} is how far down from {y} the box extends.
~{z} determines how wide the hit area in z axis. It extends to back and front. For instance, setting z to 20 means, the attackbox can hit 20 pixel away to back and front. NOTE: the axis of this z is not same with levels' z axis.
~You can use negative numbers or numbers outside of the frame's edges. This can save a bit of memory by shaving a few excess rows or columns of pixels off an animation.
~Can be used multiple times in one animation to change hittable areas mid-animation.
~To give an entity frames where they cannot be hit, use 'bbox 0 0 0 0 0'. Be sure to add a new bbox when the entity is vulnerable again.
~For items, this determines where the object can be picked up from.