Wuzzy {l Wrote}:Testing a level seems a bit broken. Nothing happens if you hit the exit (not even a message).
I think this is intentional; you don't want a "level finished" dialog breaks the level testing process...
Wuzzy {l Wrote}:There are a lot of render problems, too. The starting positions still render when you test a level. A broken fragile block leaves behind a trail of pixels. And a lot of other ugly things
I think these are also ... sort of ... intentional. You need to visualize the starting position and broken fragile block, etc. in level editor. The render code only checks that if current state is level editor, so in the test play they will be rendered as if it's in level editor.
Wuzzy {l Wrote}:- If you create a new level, then set goal recordings to 1 and the goal time to 10 seconds, then save, then set time to 0, then save again, then you playtest the level, you will notice the goal time is still 10 seconds.
- If there are multiple blocks overlapping, and you rightclick it, the block names might be too long for the context menu. For example, in German, the block name “Beweglicher Schattenblock” / “Bewegender Schattenblock” is too long. The context menu should be wider.
OK, I'll fix them before V0.5. The first one is definitely a bug.
Wuzzy {l Wrote}:It's weird there is no button at the bottom toolbar. I think if an additional button in the toolbar is added, then it will probably OK.
A button at the button toolbar opens top toolbar sounds a little bit weird, though Maybe there are better solutions?
Wuzzy {l Wrote}:Would be nice if the available keyboard shortcut is written in the tooltip
You mean the shortcut of some buttons (not all) in the bottom toolbar? Sounds reasonable, will be added in the next version.
Wuzzy {l Wrote}:Replace the checkboxes with radio buttons, i.e. circles with a black dot inside if selected.
There is a radio button texture but it looks ugly after testing, so I use the checkbox texture instead. Maybe replace it by a better one and we can change the code to use it.
Wuzzy {l Wrote}:The entries “Delete selected layer” and “Configure selected layer” don't work when you have selected the block layer. Either gray them out or hide them when the block layer is selected
Currently there are no code to dynamically add/remove items in the context menu. Gray them out sounds reasonable; I'll investigate it later.
Wuzzy {l Wrote}:- It's not clear that setting the goal time to 0 means there is no goal time (and the recording goal is ignored as well).
- Ideally, is should be possible to disable goal time and recordings goal with a checkbox individually. Forcing the user to remember “magic” values is not good.
I think add some texts to explain the magic values are OK since another two check boxes will occupy more spaces. Will add it in next version.
Wuzzy {l Wrote}:- In the scripting window, there should at least be some note or pointer to a manual of some kind, as this is not self-explanatory at all.
In fact we don't have a manual yet Currently we can only point to the ScriptAPI.md file.
Wuzzy {l Wrote}:The level format now appears to support layers. Apparently it is now “legal” to place normal blocks as scenery. They look EXACTLY like real blocks, except they act like empty space. I don't like this concept. It doesn't seem to be (ab-)used yet, but I can already see a future of low quality troll levels with many fake blocks, since they are in the background layer. This is a bad idea, trying to figure out which blocks are fake in a level would be just a chore and not fun at all.
I think the layer system is interesting, but it should not be trivially possible for such abuse. Using normal-looking blocks as scenery is just evil. Foreground and background layers should really only allow scenery blocks, not fake blocks that look like you can walk on.
At first only scenery blocks are allowed. Use the normal-looking blocks as scenery is added later as a partial solution of https://forum.freegamedev.net/viewtopic ... 334#p32924 :
Edward_Lii {l Wrote}:One thing I would like to see is a solution for the borders of (small) levels.
Now we have multiple resolution support some levels of the Castle Rescue levelpack look a lot less nice.
A castle wall suddenly stopping. If we add support for a repeating part that stretches to the edge of the level it will still look good when the screen is larger than the level?
Wuzzy {l Wrote}:The way to determine whether a layer is foreground or background is weird. Why does the name matter at all? Also, apparently capitalization matters as well, which is even more confusing. This means the layer “g” is a foreground layer, but the layer “G” is a background layer. Can't this nonsense just be abstracted away from the user? Maybe by adding these “magic” letters automatically at the start of the layer name, but hiding them in the editor. I.e. layer “Alpha” is internally saved as “bAlpha” (background) or “fAlpha” (foreground).
IMHO current solutions is the easiest solution (although weird for users). Your suggestion is more user-friendly but it needs some GUI changes, e.g. when creating/renaming layers you need to choose either foreground or background layer besides the layer name, which adds one more step (and I think this will not make user more convenient). I'll reconsider your suggestion later.
Wuzzy {l Wrote}:This means you can make spikes invisible ... Any open space might hide spikes or the exit
No, make a block invisible means that it will not participate in game logic. That means that if spikes are invisible they will not hurt you anymore. In fact this is an ad-hoc simulation for add/remove blocks using script (currently we don't support add/remove blocks dynamically yet).
Wuzzy {l Wrote}:give them a completely different (fake) appearance
This is possible but it's not the intended usage of this feature. I think it's reasonable if the theme defined some special scenery texture (for example texture for bridges, fragile bridges, etc.) and if you want the blocks/fragile blocks looks like a bridge. I think we can't prevent the level makers making trolling levels if they want (it's already possible in V0.4 or older versions, for example hiding a spike behind a shadow block, or using shadow blocks to cover the whole map completely).