04 Mar 2011 @ 3:54 AM 

despite my original misgivings that creating a Level Editor for BASeBlock would be impossible, I somehow managed to do it, and it was both easier to write then the one I had to make for my Original “Poing” game As well as far more functional; it fully supports selecting multiple blocks and balls, highlights those selections using a “flashing” effect; allows drag and drop of those selected blocks, deletions, Cut, Copy, Paste, etc. It also features a “paint” mode, which allows one to run the mouse along blocks and “paint” them into another block type.

The above is slightly old (well, a few hours) but even since then I’ve refined the keyboard control for “nudging” (it now only occurs if the mouse is in the picturebox area) as well as adding the Cut/Copy/Paste commands.

Further additions that I can think of:

-Better Level Selection UI. It’s actually supposed to look better… I didn’t realize until just now that I still had it set to “List” view, rather then Details, even though the appropriate code does indeed populate the various columnheaders as needed. A possible enhancement could be to offer a choice of view modes, and use as an icon a thumbnail of the level, which could generated as needed.

-I think I may try to find a way to integrate BASeParser.NET into here as well; Not sure how, in the poing editor it was used for a “colourize” command, but that seems a bit light for the inclusion of a complete library.

-”Import” command to import a small image to a set of NormalBlock’s of the appropriate colour.

Posted By: BC_Programming
Last Edit: 04 Mar 2011 @ 03:54 AM

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