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-   -   Level Editor Improvements (https://forums.graalonline.com/forums/showthread.php?t=17497)

Andor_Admin1 11-21-2001 12:33 PM

Level Editor Improvements
 
Here are a few things I think would greatly improve the functionality of the Level Editor:
  • Level Editor as a standalone program
  • issparringzone and nopkzone added to the debugger (currently, when you test the script, it shows as an error)
  • P2P script commands entered into the debugger (they still wont work in the game, but the script debugger tells you if you're doing them correctly or not)

Thanks for reading :)

DoragonKoden_RC6 11-21-2001 04:27 PM

Re: Level Editor Improvements
 
Quote:

Level Editor as a standalone program
That would only work if it had a test level thing. Otherwise, NO.

Quote:

issparringzone and nopkzone added to the debugger (currently, when you test the script, it shows as an error)
*nod*

Quote:

P2P script commands entered into the debugger (they still wont work in the game, but the script debugger tells you if you're doing them correctly or not)
Eh, ok, don't understand how you could make a mistake with a p2p command though. :p

Spark910 11-22-2001 01:17 AM

Quote:

Level Editor as a standalone program
Me has heard that in next version of graal or soon graal and levle making/editor will be another program!

Tyhm 11-22-2001 03:07 AM

*laughs* Of course they come up as errors, you're typing them wrong!

sparringzone

(no image or other code, no spaces, no returns)

if(playerenters) noplayerkilling;

if(issparingzone) just DETECTS if the room is a sparring zone! So you can disable superevil NPCWs and stuff!

Python523 11-22-2001 12:14 PM

Commands like isnoplayerkilling would be good
It would be easier to have status bars have a way to show if the room is noplayerkilling or not

Andor_Admin1 11-22-2001 02:26 PM

Tyhm, if you'll kindly slap me in the head a few times, I'll wake up. hehe :)

Faheria_LAT1 11-22-2001 06:55 PM

Quote:

Originally posted by Tyhm
*laughs* Of course they come up as errors, you're typing them wrong!

sparringzone

(no image or other code, no spaces, no returns)

if(playerenters) noplayerkilling;

if(issparingzone) just DETECTS if the room is a sparring zone! So you can disable superevil NPCWs and stuff!

with //#CLIENTSIDE at the top (that's what I was told =P)

Falcor 11-22-2001 07:14 PM

yaduneed //#CLIENTSIDE on fwee servaz

Faheria_LAT1 11-22-2001 07:22 PM

Quote:

Originally posted by Falcor
yaduneed //#CLIENTSIDE on fwee servaz
Andor is P2P =P

Falcor 11-23-2001 12:42 AM

oh, whatever

mikepg 11-23-2001 08:37 PM

hmm
 
i dont think it would be good to have the level editor as a stand alone, because then, what would happen if you were editing a level you were playing on? 1 of 3 things will probably happen: you'll loose all changes to the level you just edited, graal will crash, graal wont read the level right.

Its kinda like images. When i save over an image during game play to debug things, graal wont load the new image unless graal is restarted.

royce 11-23-2001 11:09 PM

yah you have to put //#CLIENTSIDE in a npc on a p2p server...when i did some lvls on andor and nyght tried to upload them they didnt upload b/c i didnt know you had to out that lil command in the npc.

adam 11-25-2001 01:23 PM

Helpful idea which I believe has been stated somewhere before.


Just like you can define level links you should be able to do the following:
  • Designate tiles to be drawn over other objects
  • Designate tiles to be blocking
  • Designate tiles to be non-blocking

adam 11-30-2001 01:24 AM

Quote:

Originally posted by adam
Helpful idea which I believe has been stated somewhere before.


Just like you can define level links you should be able to do the following:
  • Designate tiles to be drawn over other objects
  • Designate tiles to be blocking
  • Designate tiles to be non-blocking


royce 11-30-2001 03:09 AM

Quote:

Originally posted by adam
Helpful idea which I believe has been stated somewhere before.


Just like you can define level links you should be able to do the following:
  • Designate tiles to be drawn over other objects
  • Designate tiles to be blocking
  • Designate tiles to be non-blocking


i mentioned this a long time ago...well maybe a month ago, have layered tiles. Have soemthing like the link thing where you select what you want and determine whether it is blocking or no blocking and the blocking has different colors and same as no blocking.

adam 12-04-2001 02:36 PM

Quote:

Originally posted by royce



i mentioned this a long time ago...well maybe a month ago, have layered tiles. Have soemthing like the link thing where you select what you want and determine whether it is blocking or no blocking and the blocking has different colors and same as no blocking.

I was wondering who that was. :)
It's a great idea.

I can think of many many ways this would enhance levels!

and would cut down on image's that need to be created a great deal! especially since they are just made from tiles anyway.


For instance after the changes to the graal tiles a ton of graphics need to be redone to match now.

If these features were implemented they would never need to do that.

BocoC 12-05-2001 06:21 AM

Yes. Graal would be great if you could choose which tiles are blocking tiles.

Poogle 12-05-2001 12:59 PM

Re: Level Editor Improvements
 
Quote:

Originally posted by Andor_Admin1
Here are a few things I think would greatly improve the functionality of the Level Editor:
  • Level Editor as a standalone program
  • issparringzone and nopkzone added to the debugger (currently, when you test the script, it shows as an error)
  • P2P script commands entered into the debugger (they still wont work in the game, but the script debugger tells you if you're doing them correctly or not)

Thanks for reading :)

1. NOOOO 2. YES 3. DUNNO

Sigla 12-05-2001 09:22 PM

I would like a standalone level editor. That way you wouldn't have to open up 2 graal windows to edit and play at the same time. lol

adam 12-06-2001 10:12 PM

Quote:

Originally posted by adam
Helpful idea which I believe has been stated somewhere before.


Just like you can define level links you should be able to do the following:
  • Designate tiles to be drawn over other objects [players]
  • Designate tiles to be blocking
  • Designate tiles to be non-blocking


royce 12-07-2001 03:30 AM

Stand alone program? no...why? dont you ever play your levels to get to other places on the map by doing that map warp thing? Also dont you guys ever play ur level just to see what it looks like in a players perspective? P2P thing?..not quite...there should be another program that you make your scripts in the level and it acts as if soemthing else is a npc server on the comp. If the P2P thing was in the editor then it would be laggy i would think. Back to teh editor, it would be good though if the program was smaller for download sizes and so that it wouldnt take so long making/loading the levels.

adam 12-07-2001 04:33 AM

:rolleyes: :grrr:

nobody commented on the idea's I have posted...

*runs away crying*:(

ancientphoenix 12-07-2001 05:24 AM

yeah, i think it would be really cool to have "layers" in the level editor! :O! and beable to have transparencys on the tiles (trees, corners of houses etc) it would lower the tile count a bit and create more posibilities in level making!

--Shadowless

adam 12-07-2001 07:27 AM

rock on!@


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