I decided to start working on a metatile based level editor. I want to design it properly before doing any actual coding. I'd like some suggestions on features it could have.
Here are some of the features such an editor would need, IMO:
- Arbitrary metatile sizes (and maybe "metatiles of metatiles" as well, although that adds a lot of complexity)
- Attributes/properties for metatiles, for specifying stuff such as solidity. Would be nice to be able to use configurable symbolic constants for these, instead of just numbers.
- Object support.
- Palette editor (although loading from an image might be sufficient).
- Reading the metatiles from an image. That is, make an image with the metatiles (with the correct palette, of course), and the metatiles are built automatically from that. No need to manually build them from a CHR file...
- Export plugins in Python: Data can be exported in whatever format the game needs it.
Open questions:
- If "metatiles of metatiles" are supported, how to expose that in the GUI?
- What features are needed for object support?
Comments?
Here are some of the features such an editor would need, IMO:
- Arbitrary metatile sizes (and maybe "metatiles of metatiles" as well, although that adds a lot of complexity)
- Attributes/properties for metatiles, for specifying stuff such as solidity. Would be nice to be able to use configurable symbolic constants for these, instead of just numbers.
- Object support.
- Palette editor (although loading from an image might be sufficient).
- Reading the metatiles from an image. That is, make an image with the metatiles (with the correct palette, of course), and the metatiles are built automatically from that. No need to manually build them from a CHR file...
- Export plugins in Python: Data can be exported in whatever format the game needs it.
Open questions:
- If "metatiles of metatiles" are supported, how to expose that in the GUI?
- What features are needed for object support?
Comments?