Pages: 1
Posted on 09-15-13, 05:35 pm (rev. 2 by  Hiccup on 09-15-13, 05:36 pm)
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 .
Posted on 09-15-13, 05:37 pm
Super Mario
( ͡° ͜ʖ ͡°)

Karma: 9979
Posts: 3761/4456
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.
Posted on 09-15-13, 05:41 pm (rev. 1 by  Arisotura on 09-15-13, 05:41 pm)
☭ coffee and cream


Karma: 10398
Posts: 1151/2766
Since: 06-26-11
Exactly this. If you change your tileset, you need to adapt your level.

>Please fix this quickly and make a build for it

Want it so bad? Code it yourself. Blarg. We're not going to make NSMBe spoonfeed you.
_________________________
Kuribo64 - RH-fucking-cafe - Kafuka

zrghij
Posted on 09-15-13, 05:55 pm
Birdo


Karma: 2754
Posts: 708/2091
Since: 06-26-11
So you can't display the tile number when you click it?
Posted on 09-15-13, 05:58 pm
☭ coffee and cream


Karma: 10398
Posts: 1152/2766
Since: 06-26-11
Easy solution: avoid completely rearranging your tileset each time you modify it.
_________________________
Kuribo64 - RH-fucking-cafe - Kafuka

zrghij
Posted on 09-15-13, 06:16 pm
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?
Posted on 09-15-13, 06:23 pm
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?
Posted on 09-15-13, 06:25 pm (rev. 1 by  Hiccup on 09-15-13, 06:26 pm)
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!
Posted on 09-15-13, 06:30 pm
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.
Posted on 09-15-13, 06:36 pm (rev. 1 by  Hiccup on 09-15-13, 06:47 pm)
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.
Pages: 1