Even if this wouldn't be possible to integrate into the editor as an overall edit, I would think that perhaps it would be possible to integrate into the new Tools API for a smoother experience?
yup and we got yanfly permission for this. So I think someone should make a new tool since it much more compatible and convience then what yanfly did.Even if this wouldn't be possible to integrate into the editor as an overall edit, I would think that perhaps it would be possible to integrate into the new Tools API for a smoother experience?
This.This is 2017. And we're still using tile-restricted editors. Why?
If need be, feel free the lift the whole doodads code for this.
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A Layer button near to the Map and Event buttons. The button would have a space for its number (so the button have a small 1,2,3 depending on the layer currently selected) and next to it two small +/- buttons (for new users), on on top of each other, to easily navigate through layers. Left clicking the layer button itself increases the layer by one, right clicking lowers it by one for makers that don't like to click small +/- buttons.What would you like the GUI in the editor to look like, can anyone make some proposals?
The limit should be relative to the size of the map. Maybe the square root of its total squares, so a map of 16x16 would be limited to 16.If yes to the above, what do you think you would realistically need the limit to be per map, for your own game?
Answered above, but it should be a soft limit. Using more than the recommended limit should pop a message that says (You exceeded the recommended limit of doodads. This can impact performance for lesser powerful machines. Continue?) and if the maker wishes to continue it, let them do it. For easy of UX, change the color of the Layer button (see first answer) from green to red to visually show the maker he went over the limit for that map so, if he wishes, he can erase some until the button returns to green (and thus, to the recommended limit).Would a limit for a maximum amount of decorations per map be okay? If it is so needed for performance reasons.
Yes. Waterfalls, grass moving with the wind, fire light, butterflies flying around flowers, neon sights blinking... This helps a lot to fulfill even other request...Would you want the decorations to be animated if it calls for it? (e.g: waterfall tile, or water tile, etc)
At least 5 (one below floor, one on the floor, one player/wall, one over player/roof, and one over everything).How many layers would you realistically want for decorations? Is just one enough?
Realistically the MV layer system uses 10 layers. I would go for at least 5, 2 below hero, one same as hero and two above hero, because sometimes there are items that just have to be higher than others and on same layer it's sometimes hard to force them.How many layers would you realistically want for decorations? Is just one enough?
It's always better to have that possibility.Would you want the decorations to be animated if it calls for it? (e.g: waterfall tile, or water tile, etc)
If the devs want to destroy their game, it's their choice and we don't have any rights to say no to it. Not to mention...Would a limit for a maximum amount of decorations per map be okay? If it is so needed for performance reasons.
Doodads mode button next to Event mode. When you enter doodads mode, ABCDER gets swapped for doodad layers. Instead of the tileset we'll have a spider of doodad folder, with miniature png files showing doodads.What would you like the GUI in the editor to look like, can anyone make some proposals?
@Yanfly that's so humble of you.This is 2017. And we're still using tile-restricted editors. Why?
If need be, feel free the lift the whole doodads code for this.