Hello bgalon_2000,
bgalon_2000 {l Wrote}:1) Copy and Paste / Move – from looking quickly in the code it looks like there are copy and paste functions – how do those operate?
If you have a selection you can use Ctrl+C to copy the selection.
When you press Ctrl+V the "clipboard" will be pasted at the location your cursor is.
bgalon_2000 {l Wrote}:2) Is it possible to copy and paste / move whole sections?
That's possible, moving a selection should just be holding left mouse button on one of the selected blocks.
To select multiple blocks hold down right shift while clicking/selecting other blocks.
bgalon_2000 {l Wrote}:3) Does (and if not – can) copy and paste /move maintain linkage (for example, if I have a lever linked to a moving block – does moving the lever to another location still maintain connection to the moving block?
Moving the blocks will keep the linkages intact.
Copying on the other hand will always result in new ids for the trigger/movingblock and the linkages removed, even if you copy both the trigger and the moving block.
bgalon_2000 {l Wrote}:4) Zoom in / Zoom out – to allow seeing more or less of the puzzle.
This will probably be implemented along with the zoom in/out feature for in-game usage as discussed in the brainstorm thread.
bgalon_2000 {l Wrote}:5) ‘And’ gates on triggers – Meaning – is we have a number of levers linked to a moving block – the block moves only when ALL the levers are ‘on’.
7) ‘Disappearing’ option for blocks – so when a player moves onto a trigger or move a lever, blocks “disappear” rather then move. Can make great traps and provide different routes blocking.
8) Scripting language – was mentioned somewhere else – but something that allows you to introduce some programmable behaviour will be nice – I haven’t formalized this idea but I might think about it a bit more later on.
I am still thinking about implementing some sort of scripting.
The scripting language should make all of the above points possible and ideally even the default trigger/actor behaviour should be done through that scripting language.
Though we should still provide an "easy" user interface to the levelmaker.
I will probably start thinking some things out and trying different scripting solutions.
bgalon_2000 {l Wrote}:6) Scenery blocks – Already mentioned in a different topic – block who have no other purpose then providing scenery. This can be a single block type that when you use configuration you have to specify a file name containing an image to be displayed.
This is something that is still on the todo list, the biggest problem is that the scenery is part of the levelpack while the images are part of the/a theme.
Using separate images will make the pack/level look out of place in some themes.
We can "combine" themes and levelpacks to give the levelmaker more control over the atmosphere of the levelpack.
What we also can do is let the levelmaker define the needed scenery (images) and bundle them with the pack (sort of mini-theme).
But also allow themes to "support" a levelpack by providing images for the scenery in the style of the theme.
Either way it will mean more work for the levelpack maker and more work for the theme maker.
bgalon_2000 {l Wrote}:9) I know we are trying to prevent “new kinds of blocks” that make the game more complex, but I think a push-able block will be quite good. You can push it to create stairs or drop it over edges onto the platform below. It’s just a thought.
I think this isn't such a bad idea and IIRC it has been mentioned/suggested before.
The current problem is that it's a lot easier to create levels focussing on the platform/skill part of the game than it is to create a puzzle level.
I will have a go at this soon.
bgalon_2000 {l Wrote}:P.S - what happend to the Wiki? Do we have a copy of it just in case?
The wiki is down because the configuration file got lost, I opened a ticket on the Sf support tracker (
#929).
The content of the wiki is still in place and should be fine, I do have a backup of the wiki database but that's already a while ago.
I think I will make an sqldump right away and maybe have a go at recreating the config file.