Tilemap editor feature
UI design and main goals of the tilemap feature: - [x] Everything related to tilemaps must be hidden until we create a new tilemap layer using a new *Layer > New Tilemap Layer* menu option (in this way we avoid bloating the UI with tilemap stuff) - [x] As tilemaps will be a kind of layer, we'll be able to have several tilemaps in one sprite - [x] One tilemap layer will have its own tileset, a tileset will have its own tile specs (grid size, etc.), but the tileset could be linked from an external file (with possibilities to embed the external tileset content inside the tilemap optionally) - [x] Each cel in a tilemap layer will be a new kind of image where each pixels reference a tile: - Each pixel in the tilemap image will be a 32-bit value with some bits to reference the tile in the tileset and other bits to specify flip and rotation - [x] When we create a new tilemap layer, it should behave almost exactly like a regular layer, and tiles should be handled transparently/automatically by default (so even if an user creates a new tilemap layer by mistake, she/he shouldn't see a different behavior from a default layer) - [x] When the active layer is a tilemap layer, a new set of buttons should be displayed in the color bar, those buttons should allow: - [x] Changing between the palette view <-> tiles view (keyboard shortcut: `Shift+Tab`) - [x] Changing between the automatic mode of handling tiles - [ ] Do some special operations to tiles, which should match future operat
Posted by dacap on Feb 24, 2016, 3:19 PM
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Raise real-world problems, find people facing the same issue, and discuss solutions.5,000 issues0 comments
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To be fair, Inform7 can't succeed, generally, because there is no market for the kind of games that you create with Inform7.
> The notion that somehow LR reliability is misunderstood by Consumer Reports, JD Power, Car & Driver, Automobile etc.
Custom trigger IDs are not displayed in the new 2026.10 trigger selector
I hate that too, but I think it’s more the ux than the concept of a default.
> The biggest problem with UX developers is they know better than you AND force you into their paradigm.
"Focus follows mouse" is what I use to keep the file manager from popping up when click-dragging files.
The biggest problem with this is if the target URL doesn't load but also doesn't quickly error out, like e.g.
Google wants to build up a private web here.
Tilemap editor feature
UI design and main goals of the tilemap feature: - [x] Everything related to tilemaps must be hidden until we create a new tilemap layer using a new *Layer > New Tilemap Layer* menu option (in this way we avoid bloating the UI with tilemap stuff) - [x] As tilemaps will be a kind of layer, we'll be able to have several tilemaps in one sprite - [x] One tilemap layer will have its own tileset, a tileset will have its own tile specs (grid size, etc.), but the tileset could be linked from an external file (with possibilities to embed the external tileset content inside the tilemap optionally) - [x] Each cel in a tilemap layer will be a new kind of image where each pixels reference a tile: - Each pixel in the tilemap image will be a 32-bit value with some bits to reference the tile in the tileset and other bits to specify flip and rotation - [x] When we create a new tilemap layer, it should behave almost exactly like a regular layer, and tiles should be handled transparently/automatically by default (so even if an user creates a new tilemap layer by mistake, she/he shouldn't see a different behavior from a default layer) - [x] When the active layer is a tilemap layer, a new set of buttons should be displayed in the color bar, those buttons should allow: - [x] Changing between the palette view <-> tiles view (keyboard shortcut: `Shift+Tab`) - [x] Changing between the automatic mode of handling tiles - [ ] Do some special operations to tiles, which should match future operat
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