Notez aussi qu'il va falloir que j'aille un peu corriger mon éditeur de niveau qui m'a laissé éditer une cave profonde alors que je sortais en réalité des limites de la map, d'où ces étranges blocs flottants dans l'arbre de droite.
Il me manque des branches, un décor de feuillage "valable" par-dessus lequel je pourrais venir rajouter mes plates-formes feuillues, etc.
A quick sample of the current tileset for the green zone, which is used for testing new collision/behaviours atm. i'm still missing many transition tiles (hunt for red circles) and
TODO:
- [leds-done] ignore extra sheets in the level editor (rather than just showing empty sheets)
- [leds-done] a 'swap layer' tool that moves existing tiles to the other (bg/fg) layer
- [seds-done] RGB shown as 00..FF rather than 00..31
- [seds-done] S and V shown as 0..100 and not 0..255
- [seds-done] capture all the colors used on a page and clone them (to allow palette manipulations), updating tiles of that page to the new colors.
- [leds-wish] copy/paste/clear whole areas
- [leds-done] don't let me edit out of the valid map area
ca prend forme ;)
ReplyDeletenightly build of SEDS now properly report HSV with saturation and value in percents, RGB in html-compatible format and it also features a raster-copy mode to speed up colors edition. Tap L+SELECT to enter the color editor.
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