It's not an app, he is doing this inside the engine itself.What app is that?
As I said earlier, I can add this but there is a huge drawback to adding entities visually : you don't interact with the spawn order. The engine reads the level file from line 1 to last line. It doesn't read it "visually" from left to right. And the sequence of spawned entities does not match the visual order of entities.would you consider to add spawn entity in level editor,
this way designing the stage will be easier when there is a visual
I apologize if I don't understand what you mean. but spawn "at" can't sort the visual sequence?but there is a huge drawback to adding entities visually : you don't interact with the spawn order. The engine reads the level file from line 1 to last line. It doesn't read it "visually" from left to right. And the sequence of spawned entities does not match the visual order of entities
You have basically three elements to take in consideration :I apologize if I don't understand what you mean. but spawn "at" can't sort the visual sequence?
Some tips I use to develop my stages:I apologize if I don't understand what you mean. but spawn "at" can't sort the visual sequence?
Yes it's a good idea. Probably not as default though, because some users would be confused not to see all the enemies. But yeah with buttons similar to the buttons to cycle through waits.@Piccolo maybe I have a idea for making things easier to see.
Would be possible to make the tool to display only the entities related to the current wait?
Kinda like we have "tint by group" but something as "hide by group" option.
Even with tint (which is great), things can start to be kinda chaotic when you have too much entities
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On the image above, for example, it would display only the entities colored in green, while all the others would be hidden.
oh, for sure not as default! it could be an option kinda like "tinty by group".Probably not as default though, because some users would be confused not to see all the enemies.
Yeah, in the meantime "Ctrl + D" should do exactly that. And "Ctrl + Shift + D" = Uncomment.@Piccolo A little suggestion: would it be possible to add "comment all lines" on the right click menu?
So it would add a comment with "#" at the start of each selected line
View attachment 6743
It's because of the space. Does OpenBOR allow spaces in filenames ? I think it's a bad idea anyway because spaces are basically parameters separator anywhere else, and there is no quotes to escape spaces. Every time CMT sees a space (expect within comments and scripts), it considers that it is a separator.bug:
frame data/chars/mud/mudfroz (1).png
frame data/chars/mud/mudfroz1.png
The one on top wont show up at all anywhere ,the one on bottom does, andits just the same pic renamed
Also please add button RELOAD ALL, so it will reload everything, models, sprites - everything.
I second that. Sometimes I need to quit and start the tool again to be sure it had reloaded everything.Also please add button RELOAD ALL, so it will reload everything, models, sprites - everything.
no. They are parameters separator. And this is universal in pretty much everything, including your OS.It's because of the space. Does OpenBOR allow spaces in filenames ?
I just tried but can't seem to reproduce this issue@Piccolo something I forgot to report: there is an strange behaviour on how CMT display an entity axis in the stage editor once you change its Y position.
Take a look at this video - once I changed its Y position one time, if I change its X position, the axis starts to move up on the screen each time I do this.
weird, maybe it happens only in windows? Because I can reproduce it in any entity, in any project.I just tried but can't seem to reproduce this issue![]()
It's unlikely. But maybe I did some changes that affected that since last update. Doubt it but will check with the public buildweird, maybe it happens only in windows? Because I can reproduce it in any entity, in any project.
as far as I remember, this happens since long time.... like when you was fixing the deltas in fglayers preview.It's unlikely. But maybe I did some changes that affected that since last update. Doubt it but will check with the public build
It doesn't happen in my dev environment, but it does happen in my public environment. I think it's probably related to some kind of setting, I'll check.as far as I remember, this happens since long time.... like when you was fixing the deltas in fglayers preview.