Norbert wrote:
- maybe it's best to hide (or gray out) the "Door events:" panel if the "Object of current tile" does not accept door events,
It could be handled in two parts:
The list stores the current modifier, and it makes sense for many tiles.
The room/tile/next part is meaningful only for buttons.
I have been thinking about making a new panel that shows all the door events (at least those that fit into a window), with commands like "go there" and "point event to selected tile".
Maybe also show (in the room) if a tile is the target of an event.
Finally I was thinking about how NESPrincEd solves the editing of door links:
viewtopic.php?p=14312#p14312
I like how it abstracts from the actual way of how door links are stored.
(Note that the NES version stores door links differently from the DOS and SNES versions: It stores a list whose each element stores the room and tile of a button and a gate.)
I wonder how to make something like that if not all rooms are visible.
Maybe add an "Edit door links of this tile" to the context menu of buttons (or a button where the doorlinks are now), and an "Add/remove from current door link" (possibly with keyboard shortcuts insert/delete).
And of course show what tiles are triggered by the currently edited doorlink.
Speaking of keyboard shortcuts, there should be some for navigating between rooms.
Norbert wrote:
- maybe it would be best to put everything in between the "Animation group for this background tile" and the "Door events:" panel into a frame labeled "Custom [or Add or New] foreground tile" or simply "Advanced", whose visibility is togglable and is not visible on startup (by default). Maybe also move that frame next to the "Foreground tile" drop-down list,
I agree with the frame and the moving, but i'm not sure about hiding them.
Norbert wrote:
- maybe only show the "Animation group for this background tile" element when a new menu option View->Animation group is checked. Unless it's used a lot, of course, but I personally don't even know what it's for.
It is used with animated backgrounds, like water or clouds.
I added it because there were cases, when some backgrounds were animated but they should not be.
For example, here:
viewtopic.php?p=11982#p11982
Norbert wrote:
What is the difference between the Manual and Automatic mode?
When you change anything that is marked as "of current tile":
- In Manual mode, the current foreground tile (in the first list) will change. Other instances of the tile on the level will also change. (i.e. you're editing the current item in the first list.)
The first version had only Manual mode, because it was easier to implement.
- In Automatic mode, the editor will try to find a tile (in the first list) that has the needed properties, and use that. If there is no such tile, then a new tile is created. (i.e. you're editing the selected item(s) in the room.)
readme.txt wrote:
* Added automatic tile mode:
If this is set, the editor will create tiles for you from Background layer, Foreground layer, Object and Attributes, so if you change one of these for a tile, other instances of the tile will remain the same.
Norbert wrote:
I'm wondering how a user would know. Is it a matter of experimenting, maybe searching this forum for answers?
Although it's written in the readme.txt (see above), that file is more like a changelog.
I agree that this should be explained better, possibly in a new readme (and rename the current readme to changelog).
Perhaps the Manual option should be removed, because it's counter-intuitive? (It can change tiles other than the selected.)