Page 4 of 13

Re: Level editor for the SNES version

Posted: January 13th, 2010, 12:34 am
by Eagle-Head Priest 97
Much applause for him too!

Re: Level editor for the SNES version

Posted: January 14th, 2010, 5:47 pm
by David
I've updated the editor, you can select a whole line or column or the whole room now.

The link is the same: http://www.freeweb.hu/princepersia/en/snesedit_dl.htm

Re: Level editor for the SNES version

Posted: January 15th, 2010, 4:03 am
by Eagle-Head Priest 97
Great! This will be handy for backgrounds!

Re: Level editor for the SNES version

Posted: January 15th, 2010, 7:09 pm
by Tristan
great !

Re: Level editor for the SNES version

Posted: January 15th, 2010, 11:37 pm
by Iso
Awesome editor, been looking for one like this for years.
Question though, is it possible to make loose tiles fall passed torches? Seems they disappear on impact.

Re: Level editor for the SNES version

Posted: January 16th, 2010, 1:33 am
by Eagle-Head Priest 97
Do you mean fall on the torch tile? First of all, the torch has to have the floor attribute. Second of all, the 254th tile in the tile index has to be a floor. (That's the pull down bar farthest left) If that doesn't fix the problem, I don't know what will.

Re: Level editor for the SNES version

Posted: January 16th, 2010, 2:54 am
by Iso
The torch doesn't have floor directly below it, and I'm not sure how to make the 254th tile a floor :\
http://img43.imageshack.us/img43/5403/pop1eh.jpg
The highlighted spikes at the bottom are exposed even after the tile has fallen.

Re: Level editor for the SNES version

Posted: January 16th, 2010, 3:49 am
by Eagle-Head Priest 97
So do you WANT to have a floor under the torch?

EDIT: Scratch that. The spikes have to have the "floor attribute."

Re: Level editor for the SNES version

Posted: January 16th, 2010, 4:31 am
by Iso
The spikes do, the problem is that as soon as the tile gets near the first torch it just disappears. The second loose tile falls all the way down.
Thnx for replies, btw

Re: Level editor for the SNES version

Posted: January 16th, 2010, 4:43 am
by Eagle-Head Priest 97
Hmm, ok then, make sure that the torch is NOT "floor attributed."

Even better, do you have an MSN?

Re: Level editor for the SNES version

Posted: January 17th, 2010, 10:07 am
by Iso
PM'd
Also having the problem of loose tiles breaking switches and potions o.O

Re: Level editor for the SNES version

Posted: January 17th, 2010, 3:08 pm
by mk1995
That's not a problem - that's PoP's nature. If you drop a floor on a potion, it's gone for good. Drop it on an opening switch, and the gate will remain open until you step on a closing switch. Drop it on that one and that switch will never be able to close the gate again.

Re: Level editor for the SNES version

Posted: January 17th, 2010, 6:18 pm
by Iso
Okay the potions make sense but my open switches become holes in the floor. Same if I kill a guard on a switch, he falls right through it. (Floor attribute is on)

Re: Level editor for the SNES version

Posted: January 17th, 2010, 8:45 pm
by Eagle-Head Priest 97
Yes, you have to make the 254th tile in the tile index a floor with floor attributes. That was your problem.

Re: Level editor for the SNES version

Posted: January 18th, 2010, 6:09 am
by Iso
Eagle-Head Priest 97 wrote:Yes, you have to make the 254th tile in the tile index a floor with floor attributes. That was your problem.
Sorry I still confused as how to do that, could you explain?