Gaming Your Way

May contain nuts.

A level editor is a level editor is a level editor ...

Just finished the oh-so-boring part of the our new game: the editor, though, whilst enjoying the pure "place the tile" part, I really hate the "enter relevant data and save it" part.

Did I mention that I hate flash for it's form handling capabilities?
You either be stuck with using the normal textfield/button combo (with as much comfort as a nailbed) or use the wonderfull working, easy to handle, well thought components (in case you didn't notice the sarcasm in the last part, well there's a LOT).

While waiting for the upgrade to cs3 (shipped box, which is *cheaper* than the d/load version) I'm stuck with f8 and as2. Whoever had the idea of the event handling system must be a complete genius, I mean he just must be, because I don't understand it. I mean I can use it and I get all events wired, but I don't understand the "why on earth does it have to be so ...".

Anyway, I think I just have to live with it and use my own ".net" style wrapper code.

Having the editor done (and beeing able to load/save levels) I now start to create the game engine (which should also run in the editor, because you should be able to test your levels).
As the game will feature a few indepent moving "characters", I'll have to rewrite some parts of the time based tilemovement engine allowing to check for junctions, stops and of course other things moving around.

I'm not quite sure about this, but I guess I'm going to use the ASBroadcast approach I used for virus.

Back to the hell that is coding ...

nGFX.

ps: Just got my xbox 360 copy of Overlord (us, de) so I guess I'll give a short comment on that later this week.
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