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  • Level Editor Alpha.7z

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 This is obviously super early. Still took three weeks of work at least  to get to this point, however.   

WHAT WORKS: 

- Dynamic window sizing and GUI positioning 

- Placing objects. (Right click to place more than one.) 

- Moving objects (Cannot be holding an object to move another one, FYI) 

- Snapping to a grid works

- Grid size can be modified or disabled from the "Preferences"  pull-down menu. 

- Disabling sounds and maximizing the editor window on boot up are  successfully implemented 

- Saving and loading preferences works 

- Deleting objects (Obvious) 

- Layering objects (Obvious) 

- Saving a level 

- Loading a level 

- Warning the user about quitting without saving 

- Opening the "Publish Level" interface

- Level name randomizer can be used

- Interface to select custom music can be used

- Selecting a level's time of day works  


WHAT DOESN'T WORK: 

- There's only one object to place; the object pallete is blank 

- The "Publish Level" interface doesn't hook up to anything

- All of the checkboxes, Verify, and Save don't do anything 

- There's no way to actually load levels in to Sonic Worlds (which isn't  even included yet)  


WHAT NEEDS TO BE DONE: 

- Shift-clicking in the Layer Editor needs move that object to either  the very top layer or the very bottom layer. 

- Object Palette needs stuff in it

- Rather than hard-code it, it should be dynamic to make future updates  easier.

- There should also be a custom water-level object. This will require a  bit of fiddling to display in the editor in a way that's clean looking  without being laggy or ugly

- It needs to work like Mario Paint where clicking "next" jumps ahead  to the next ten objects instead of moving one at a time. - Need to find a way to push level data to the "Publish Level"  interface. 

- The "Verify" button needs to further push out to Sonic Worlds, so the  level can be verified as completable and generate high score/time trial  data.

- CTF supports data sharing normally, but it's a feature of the  super-expensive Developer version, so I'll probably just use a lot of  temporary files. Not the safest option, but...

- Once verified, clicking "Save" needs to zip everything together (high  score config file, custom music file, level file) and maybe encrypt the  saved file to prevent post-release tampering. - Sonic Worlds actually needs to be able to load this level data stuff.  I'm still not 100% sure this is possible.  

- The plan to make this way more simple is to just use active objects  for collision masking rather than trying to cut up level tiles. This  could be a bad idea. We'll find out. 

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