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Hiccup |
Posted on 09-15-13, 05:35 pm (rev. 2 by Hiccup on 09-15-13, 05:36 pm)
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Birdo
Karma: 2754 Posts: 707/2091 Since: 06-26-11 |
When you rearrange your tileset, all the tiles are invalid and you can't use find and replace cause you can't find the number of invalid tiles.
Please fix this quickly and make a build for it, so I don't need to spend 6 mins to fix each level when I change the tileset objects! Please I will give you . |
Dirbaio |
Posted on 09-15-13, 05:37 pm
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10010 Posts: 3761/4457 Since: 06-08-11 |
If you make your tilesets incompatible with previous ones, I'd say it's your fault that your levels break.
I don't see how can this be fixed on the editor's side. |
Arisotura |
Posted on 09-15-13, 05:41 pm (rev. 1 by Arisotura on 09-15-13, 05:41 pm)
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☭ coffee and cream
Karma: 10415 Posts: 1151/2768 Since: 06-26-11 |
Hiccup |
Posted on 09-15-13, 05:55 pm
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Birdo
Karma: 2754 Posts: 708/2091 Since: 06-26-11 |
So you can't display the tile number when you click it?
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Arisotura |
Posted on 09-15-13, 05:58 pm
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☭ coffee and cream
Karma: 10415 Posts: 1152/2768 Since: 06-26-11 |
Hiccup |
Posted on 09-15-13, 06:16 pm
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Birdo
Karma: 2754 Posts: 709/2091 Since: 06-26-11 |
Posted by Mega-Mario Easy solution: avoid completely rearranging your tileset each time you modify it. I don't. I rearrange it if I forget about randomisation. I can and will fix the level again. But can't you just show the tile number when you select a tile in the level editor? |
Piranhaplant |
Posted on 09-15-13, 06:23 pm
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Fuzzy
Full mod Karma: 1183 Posts: 687/785 Since: 06-28-11 |
When you select a tile, it gets selected in the left panel too. There, you can mouse over the object to see its number. Is that what you're looking to do?
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Hiccup |
Posted on 09-15-13, 06:25 pm (rev. 1 by Hiccup on 09-15-13, 06:26 pm)
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Birdo
Karma: 2754 Posts: 710/2091 Since: 06-26-11 |
Yes. but if you read my first post... if the object is invalid (aka: not in the tileset) it won't appear in the left panel, so I can't see its number!
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Piranhaplant |
Posted on 09-15-13, 06:30 pm
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Fuzzy
Full mod Karma: 1183 Posts: 688/785 Since: 06-28-11 |
Ah, I see the problem now. I really don't think this is a useful enough feature to implement, but you could either 1. Use an older build of the editor that doesn't have the new object picker. 2. Expand the tileset so the objects aren't invalid. |
Hiccup |
Posted on 09-15-13, 06:36 pm (rev. 1 by Hiccup on 09-15-13, 06:47 pm)
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Birdo
Karma: 2754 Posts: 711/2091 Since: 06-26-11 |
Thanks for the ideas pirahnaplant.
But these small things do make a big difference when it comes to it, don't they? I would do it myself if I could simply edit the code in notepad++ or something. |
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