cluey said:Hey. Will Reggie support multiple rooms per one level. Or is it restricted to the amount that the level originally has.
Good work.
TempusC said:Right now, we have no plans for other languages than English. There are a lot of sprite descriptions and tooltips in here!
We have plenty of features, and the timer data was one of the easiest features to figure out. Some of the others, like the camera, took us a while and we still have some problems with some of the options, since it's dependent on so many things.
You can add/remove zones within an area, and adding/removing areas is planned (but not added yet).WiiFan2012 said:Also the transparent thing I'm talking about is actually a layer. Like in the game, where you go behind the wall/into a cave you can't see.Yeah, you can paint on 3 layers. Layer 0 is where the hidden cave walls are placed, layer 1 is where all normal objects are placed, and layer 2 is used for the cave backgrounds.
QUOTE(cluey @ Dec 15 2009, 10:51 AM) Hey. Will Reggie support multiple rooms per one level. Or is it restricted to the amount that the level originally has.
Pop006 said:Example of POSSIBLE mario jump lines
I thought it would be a cool idea for the "Jump Lines", but I guess I did underestimate the complexity of it. The ultimate coolness for this feature would be to select an image of a tiny mario, or mario on yoshie etc, and when you move him around in the editor it showed all the potential movements like in the video... Now i kinda realize how hard this would be as there are probally a thousand+ combinations when you consider all the speeds, surface types, sizes of characers etc....
But don't underestimate the willingness of people to help out with projects like this.
Maybe if you just add the "simple jumps" for now, then get around to more later if the first work out well
P.S. Remember, just trying to be helpful... I am SOOO psyched about this project, i refresh this page every 7 mins on average
Each level is split into "areas" which can have different tilesets, settings and such. (See the "Area #" dropdown box in Reggie's toolbar in screenshots for example.)n64billy said:Treeki, when you mention zones and areas, what do you mean by them?
sasaa said:TempusC said:Right now, we have no plans for other languages than English. There are a lot of sprite descriptions and tooltips in here!
We have plenty of features, and the timer data was one of the easiest features to figure out. Some of the others, like the camera, took us a while and we still have some problems with some of the options, since it's dependent on so many things.
if you need anny help with english -> dutch translation
can't you make every word as a variable and use a eng.ini for english a nld voor dutch and so on
love your work
When it will be released, everyone will be able to help and create a patch to integrate new languages files, and send it to Treeki to include it.Heathcliff said:That would be a good idea! And I could do the french translation.
zoidberg. said:i just made my account on these forums but I have been following this topic daily since the first page. This is something I practically assumed would be in game when I heard of NSMB, when I heard it was not in there i was very disappointed but of course I got the game anyway and have played the shit out of it. I'm so happy to see someone making a user friendly editor. Just wanted to stop and give props to Treekie and also Tempus and others helping test/code.
Treeki said:Explaining explaining explaining...n64billy said:Treeki, when you mention zones and areas, what do you mean by them?