This is the implementation of a map editor, it's imperfect, the GUI is junk, and Map generator limitations are annoying, but, this will automatically generate a new room card and add it to the game. Hitting shift switches between editing the Loot Map, and the Floor Map. Arrow keys move your cursor, numbers select from the menubar.
This is the implementation of a map editor, it's imperfect, the GUI is junk, and Map generator limitations are annoying, but, this will automatically generate a new room card and add it to the game. Hitting shift switches between editing the Loot Map, and the Floor Map. Arrow keys move your cursor, numbers select from the menubar.
Nice to see it taking shape. I was a little confused until I realised the editor has the room flipped horizontally.
Seems a little odd to me that torches are on the lootmap. Is that because they can theoretically be placed on most floor tiles?
Also, why not use the sprites from the game for the editor also? That way you have a WYSIWYG interface.
The room will automatically be flipped in the 4 directions, I might make that toggleable.
Lootmap is a pretty shoddy name for it,a better name would be simply Layer2
The problem with that is that in the final game, there will be at least 100 of each tile.
You mean at least 100 tile types? Because if the room editor only edits one room at once, I honestly still can't see the problem with using the game's graphics for the editor.
Each theme will, along with modifying world generation, retexture the 6-7 basic in-game tiles, and the 6-7 decorations/loot. This makes the room qualify under all themes. While it's reasonable to use the dungeon theme's tiles, if you use, say, the underwater theme, you'll get something completely different from the preview. The preview is abstract enough that it will apply to all themes.
Perhaps in the bottom right corner, I'll add a preview button, and let you choose a theme card to display it in.