Author Topic: SGDK2 Released  (Read 15321 times)

bluemonkmn

  • SGDK Author
  • Administrator
  • Fanatic
  • *****
  • Posts: 2761
    • ICQ Messenger - 2678251
    • MSN Messenger - BlueMonkMN@gmail.com
    • View Profile
    • http://sgdk2.sf.net/
    • Email
Re: SGDK2 Released
« Reply #15 on: 2008-01-15, 10:25:18 PM »
I tried and the behavior is still there to notify you if you try to redefine an already-mapped tile.  Perhaps you are not clear on the distinction between a mapped tile and an automatically mapped tile.  If you have not explicitly mapped a tile (if it does not show up in the dropdown list of tiles) there can still be tiles in that range that can be used on a map.  But you will not get a warning/error when trying to re-map one of these implicitly mapped tiles.  This allows you to accept the default behavior for a bunch of tiles, but then override the appearance of some tile if you decide it should look different (without a warning message).  The warning message only happens if you try to explicitly map the same tile index twice.

Tanja

  • Clever
  • Fanatic
  • ***
  • Posts: 606
    • View Profile
suggestion
« Reply #16 on: 2008-01-17, 03:00:30 PM »
i suggest heavily a function to delete rules including children.
just now i deleted 94 rules single.
(they were left over by my old ReactToStreams behaviour, which was made of single rules. now it is a neat code object, thank god)

bluemonkmn

  • SGDK Author
  • Administrator
  • Fanatic
  • *****
  • Posts: 2761
    • ICQ Messenger - 2678251
    • MSN Messenger - BlueMonkMN@gmail.com
    • View Profile
    • http://sgdk2.sf.net/
    • Email
Re: SGDK2 Released
« Reply #17 on: 2008-01-17, 09:15:01 PM »
I made a note of it.

Jam0864

  • Contributor
  • Fanatic
  • **
  • Posts: 744
    • MSN Messenger - marmalade0864@hotmail.com
    • View Profile
    • Jam0864's Content Dump
    • Email
I got a suggestion as well :3
« Reply #18 on: 2008-01-17, 11:07:09 PM »
in sprite rules it would be a lot easier if you could have some more keyboard shortcuts.

for example copy rule could be: ctrl+c
paste rule: ctrl+v
delete rule: delete key
copy rule including children: ctrl+shift+c

something like that would be a lot easier than going through menu's.

Tanja

  • Clever
  • Fanatic
  • ***
  • Posts: 606
    • View Profile
Re: SGDK2 Released
« Reply #19 on: 2008-01-18, 06:07:57 AM »
word!

bluemonkmn

  • SGDK Author
  • Administrator
  • Fanatic
  • *****
  • Posts: 2761
    • ICQ Messenger - 2678251
    • MSN Messenger - BlueMonkMN@gmail.com
    • View Profile
    • http://sgdk2.sf.net/
    • Email
Re: SGDK2 Released
« Reply #20 on: 2008-01-18, 09:10:56 AM »
Ctrl+C, Ctrl+V, and delete are reserved for operations within a textbox, and I'm afraid that if I make those form-wide shortcuts in the menu, then attempting to delete a character from a textbox would delete the whole rule, but if I don't put the shortcut in the main menu (maybe only in the tree view's context menu), maybe I could manually handle key-presses on the tree control to behave like this.

Tanja

  • Clever
  • Fanatic
  • ***
  • Posts: 606
    • View Profile
Re: SGDK2 Released
« Reply #21 on: 2008-01-23, 11:30:24 AM »
i desperately wish to have a chance to select multiple rules and delete multiple rules (at least the option to delete a rule including children) in the next version...

durnurd

  • Lead Lemming
  • Expert
  • Fanatic
  • *****
  • Posts: 1234
  • Games completed so far: 0
    • MSN Messenger - durnurd@hotmail.com
    • View Profile
    • Find My Ed
Re: SGDK2 Released
« Reply #22 on: 2008-01-23, 01:21:14 PM »
If you really need to do this right now, you can edit the .SGDK2 file in notepad and find the rules and delete them.
Edward Dassmesser

Tanja

  • Clever
  • Fanatic
  • ***
  • Posts: 606
    • View Profile
Re: SGDK2 Released
« Reply #23 on: 2008-01-23, 01:34:59 PM »
no bad idea at all. ^^ thanks!

Tanja

  • Clever
  • Fanatic
  • ***
  • Posts: 606
    • View Profile
Re: SGDK2 Released
« Reply #24 on: 2008-01-24, 05:24:24 PM »
next suggestion: it would be lovely to can set "SnapToTiles" onto Sprites also. ^^
next suggestion2: why not hard code "modulateAlpha" for layers and tiles?

durnurd

  • Lead Lemming
  • Expert
  • Fanatic
  • *****
  • Posts: 1234
  • Games completed so far: 0
    • MSN Messenger - durnurd@hotmail.com
    • View Profile
    • Find My Ed
Re: SGDK2 Released
« Reply #25 on: 2008-01-25, 08:40:24 AM »
What do you mean by this?  A function to snap sprites to tiles during runtime?  Or during design time while placing sprites?

If during runtime, is this just a replacement for move by velocity and then set position equal to
(location / tile size) * tile size?
If during design time, would
Edit->Snap to Tiles     Ctrl + T
be the functionality you're looking for?

Or are you referring to a function that snaps to sprites?
Edward Dassmesser

Tanja

  • Clever
  • Fanatic
  • ***
  • Posts: 606
    • View Profile
Re: SGDK2 Released
« Reply #26 on: 2008-01-25, 09:08:35 AM »
oh, then it's my fault. i didn't figure out "Snap To Tiles" in the Editor was for placing Sprites also. because it works only with first placement of the sprite. and i placed a sprite, and then remembered "snapToTiles", but then it snapped no more. that's fine. thanks for clarification.