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Phlegm, GM Level Editor
blackcat12 |
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I see you
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This is looking awesome!
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Guinea |
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6
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| QUOTE (Retriever II @ Aug 12 2008, 05:08 AM) | | Looks like you're beating me to some of my to-do list. I should work on TL some more but I don't think there's enough user base left to make it worthwhile. |
Yours still looks more professional than mine. It'd be a pity if you canned it now after all that work you put in it.  But you're right, there are not too many Clickteam programmers here, which sucks... And, OniLink: It didn't work because the plv files saved the *object/background IDs*. When a gm file is defragged, all the IDs are changed, so when trying to load a plv file after defragmentation, the IDs are all wrong, regardless of weither you used gm6, gm7 or gm3.1. It certainly had nothing to do with LGM's inability to save as gmk. mr.mario: I didn't think of external tiles yet. But Phlegm is a tool for the developper who is supposed to have the source at hand, not a kind of end-user level-editor, so I didn't see use for external tilesets. (while there's indeed games that use only external files to keep loading to a minimum, so yea, I *could* have thought of that.) However, a solution would be to have a fixed tileset pattern and then custom tilesets would have to follow that pattern, so you could later load the tilesets but change them to the external sheet and since the tiles in both sheets are at the same positions, your final product won't be messed up.
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