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External level editor for Crypt of the NecroDancer
This is a low-priority bug report.
For example, any invalid item ID, level border walls, crystal floors, etc.
This is a feature request for a tool that lets you quickly paint huge areas. Ideally, once the selection tool is implemented, you’d have the option to “fill” a rectangular area with a tile of your choice.
The selection tool is not yet implemented.
It should allow selecting a section of the level, which can then be copied and pasted or filled with any tile or object type. Objects within the selection should be editable using an object property panel. Objects should also be rearrangable within the selection.
All this functionality should be accessible through the tool panel on the left.
Currently, if the game directory is not auto-detected or specified as a command-line argument, NecroEdit will ask for the game directory on every startup.
The game directory choice should instead be saved in a configuration file, which is then read on startup.
While playing a custom dungeon generated by NecroEdit, opening any crate or barrel in any way causes the game to crash with the following error message:
Monkey Runtime Error : LoadImageFromPath ERROR: LoadImage returned NULL for path: items/
{{~~(null)~~}}
Hand-editing the XML to replace <crate contents=""
with <crate contents="no_item"
fixes the issue. NecroEdit already provides an interface to set chests’ contents; the same UI should be added to crates.
The button would change the alignment of the grid between floor level and top of wall level. The latter would be useful when placing a lot of walls.
When the "Save" action is selected after a dungeon has been opened or saved, the file chooser shows up. This is incorrect; the previously opened/saved dungeon file should be overridden without prompt. Only if "Save" is selected when no existing dungeon file is open, or when "Save As" is selected should the file chooser open.
This is a pretty serious bug that prevents editing dungeons generated by NecroEdit using the built-in level editor.
When saving to a file named BLAH.xml
, NecroEdit should add the attribute name="BLAH"
to the main <dungeon>
tag.
If you leave Torches selected while placing doors, the doors will generate with torches on them in-game. However, they don't show the torches in NecroEdit.
This information would display in the bottom left, above the coordinates (which would be compacted to one line), and would go (upwards from the coordinates) from the tile up. Two examples are in the comments.
Also, this is completely needed for things without sprites (see #15).
This would be a toggle button. When enabled, everything in the level is darkened except instances of the selected items. Things with nonstandard properties would be given outlines of the following colors:
Full suggestion: Add "Replace same thing", "Replace same type", "Replace same weapon material", and "Replace same weapon type" to left mouse (the latter two only showing up when you're placing a weapon), and add "Delete same thing", "Delete same type", "Delete exact same thing", "Delete same weapon material", and "Delete same weapon type" to right mouse (the latter two only showing up when you're placing a weapon).
"Same thing" will replace / erase anything that is the same thing as the selection (e.g. if a blue slime is selected, all blue slimes will be replaced / erased under the cursor, but no other existing enemies or objects will; unoccupied spaces will be unaffected)
"Same type" will replace / erase anything that shows up in the same tab (e.g. if a blue slime is selected, any enemies will be replaced / erased under the cursor, but no other existing objects will; unoccupied spaces will be affected)
"Delete exact same thing" will erase anything that is the same type and same properties as what's selected in the panel on the left (e.g. if a non-lord blue slime with 0 beat delay is selected, blue slimes with 1 beat delay will not be erased, nor will lord blue slimes). This isn't suggested for replace because it'd do literally nothing.
"Same weapon material" will replace / erase any weapon that is the same material as the selection (all weapons that don't have a material - the Blunderbuss; Daggers of Frost, Jewels, or Phasing; Glass Shard; Flower; Golden Lute; and Rifle - would be considered to be the same material as each other, but not the same as any other material).
"Same weapon type" will replace / erase any weapon that is the same type as the selection (all weapons that don't have a multi-material type - the Blunderbuss; Glass Shard; Flower; Golden Lute; and Rifle - would be considered to be the same type as each other, but not the same as any other type).
When something is placed in the level but NecroEdit can't determine the sprite it should get, it displays absolutely nothing there instead, but it will still save that thing back into the level. This can mean that there's something there that shouldn't be and the person editing the level doesn't know about it. Therefore they should display as white squares (or red/yellow/green/blue depending on thing type - tile, enemy, pickup, trap)
Tooltips should be added for the action and tool buttons at the top of the window, for the level management buttons in the bottom right, and for the tile and object panels.
Currently, when any of the actions "Delete level" ("–" button in the level panel), "New dungeon" or "Open dungeon" is selected, or the window is closed, no confirmation prompt or any other blocking message box is displayed. This could lead to accidental loss of unsaved data.
Therefore, a message box with options allowing the user to cancel the command or save the dungeon (depending on the context) should be displayed before any action is performed that deletes user data.
When pressed, it would simply add a Boss Level Border tile to every empty tile that is next to another tile which is neither empty nor level border.
When first selecting the "Open" or "Save" action in the editor, the file chooser displays the user's home directory, rather than navigating to the "Dungeons" subdirectory within the game folder, as is the case on Linux.
This appears to be a defect within TinyFileDialogs. More testing is required.
I am having a bit of a problem with Necroedit at the moment. Whenever I go to exit the program, I always save my map into a Maps folder that I made for all of my custom maps to go in. Slight problem is that I can't load any maps that I have previously created. I can see the maps perfectly fine when I look at them in the desktop perfectly fine, but I cannot see any of them in the maps folder when I go to load my map. It doesn't show up when I boot up COTND either. It may be important to note that I do not have the Amplified DLC installed, but I have not used any tiles or enemies unique to it.
Also, is there a tutorial for this thing somewhere? I can't figure out how to rotate stuff, I only just installed this thing today.
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