Yesterday, I had written code to make the Tile Property Modifier update its active tile when the selected tiles were changed by means external to the TPM (e.g. using the Tile Placer's right click function in the level). Today I tested that more thoroughly, and it worked quite well. It even updated the TPM when the selected tile was changed with the mini-palette. I also identified and removed vestigial parts of the Tile Property Modifier's code.
While looking around the various tilesets in anticipation of the Great Tileinfo Un-Hardcoding, I stumbled upon a rare but serious bug in the Tile Property Modifier. If the TPM is being used with Simultaneous Tileset and the user cycles Simultaneous Tileset (turns it off and then back on), the TPM erases the properties of the selected tile. That was happening because tileset tools can receive two cancellation notifications when Simultaneous Tileset is disabled and the TPM saves its information and clears its data when cancelled. I fixed the bug by making the TPM ignore the extra notification.
Finally, I moved all the tile properties into the per-project configuration! This meant that I could finally provide different sets of property options for different games. I went through all the entries and tagged them with the appropriate episodes, and corrected some names along the way. Bio Menace has a completely different set of tile properties, but I think I figured them all out and included them. Adding these lists into existing projects was a bit tricky, but I think I got it all right, and if I didn't (if the lists are absent), the TPM displays generic options (the old hard-coded lists minus the ugly episode indicators).
Showing only entries applicable to Keen 5 |
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