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Editor improvment.

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amgine

Posts: 1399

Joined: Thu Apr 19, 2012 2:57 pm

Post Thu Oct 25, 2012 5:02 pm

Editor improvment.

Hi this is amgine here some suggesttions somthing i think would be really helpfull to add to the editor what if it was chaged so....

a the main menu that you see when you open it was removed. ( the one you see where you select the map you want.) and Would be replaced with a load , new map, save as, options were added to make the editor more effiecent?

c.energy repairs were added to the list of items

d slippery zones were added to the editor

what do you think is this a good idea?

Cheers amgine
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watusimoto

Site Admin

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Location: Quartz's mom's house

Post Tue Oct 30, 2012 3:37 am

Re: Editor improvment.

My favorite idea was "b"!

But seriously, folks...

Energy items will probably either be added to the menu or removed completely after the 018 release. 018 will have some big changes to the way energy works, and we may decide energy items are no longer needed.

SlipZones are not, in my opinion, fully baked; the idea is cooler than the reality. We will probably leave them in (since the work is done), but make them a dungeon only item when the fabled dungeon mode is developed.

As for the file management suggestions, those are good ideas. The trick is how to make them work in a system that has no real menus. But I will give them some thought.
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Cracatoa

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Location: In your attic

Post Tue Oct 30, 2012 5:15 pm

Re: Editor improvment.

watusimoto wrote:018 will have some big changes to the way energy works


Actual big, meta game changing changes? Yesssssss. :D :D :D
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CleverBot

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Post Tue Oct 30, 2012 8:01 pm

Re: Editor improvment.

watusimoto wrote:SlipZones are not, in my opinion, fully baked; the idea is cooler than the reality. We will probably leave them in (since the work is done), but make them a dungeon only item when the fabled dungeon mode is developed.

Why are the slippery zones only allowed in dungeon mode when it can work well in the other game modes? We already have game modes, such as CTF, with slippery zones that work well.
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Fordcars

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Post Thu Nov 01, 2012 6:13 pm

Re: Editor improvment.

CleverBot wrote:
watusimoto wrote:SlipZones are not, in my opinion, fully baked; the idea is cooler than the reality. We will probably leave them in (since the work is done), but make them a dungeon only item when the fabled dungeon mode is developed.

Why are the slippery zones only allowed in dungeon mode when it can work well in the other game modes? We already have game modes, such as CTF, with slippery zones that work well.



Wow that CTF level is so frustrating when you go right past the flag!
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watusimoto

Site Admin

Posts: 1558

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Post Mon Nov 05, 2012 5:06 am

Re: Editor improvment.

The idea for SlipZones was taken from x-tank, which, unlike Bitfighter, is a driving based game. It turns out they make more sense in x-tank than in Bitfighter.

Who would have guessed?
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Lone Wolf

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Post Tue Nov 13, 2012 8:16 pm

Re: Editor improvment.

Fordcars wrote:
CleverBot wrote:
watusimoto wrote:SlipZones are not, in my opinion, fully baked; the idea is cooler than the reality. We will probably leave them in (since the work is done), but make them a dungeon only item when the fabled dungeon mode is developed.

Why are the slippery zones only allowed in dungeon mode when it can work well in the other game modes? We already have game modes, such as CTF, with slippery zones that work well.



Wow that CTF level is so frustrating when you go right past the flag!

Which one? Halls of Ice? lol i made that.
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amgine

Posts: 1399

Joined: Thu Apr 19, 2012 2:57 pm

Post Wed Jan 30, 2013 10:08 pm

Re: Editor improvment.

i love halls of ice. an no slip zones are great they make for osme great maps like figure 8 and nascar.....
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