Originally posted by SayuriOr, better yet, a little button/other hotkey for clearing all the level names at once. This is something I've thought of before, considering how I always clear out the original level names eventually.
Maybe.
Originally posted by DarkbloomI'm messing around with some Mode 0 stuff. Is there a reason you never completed the support for it? It'd be nice to be able to use the full amount of GFX space you can get with it.
You can already use all 0x400 tiles if you're in the first 2bpp mode.
Originally posted by AnasMario130On a similar note to Sayuri's suggestion, I believe we should have a button in the level editor where we can directly access the layer 3 BG editor so we don't always have to go the overworld editor and access it from there.
Even if I did add such a button, it would just open up in the overworld editor anyway. I'm not interested in creating a whole new editor just for the sake of separating it.
Originally posted by imameliaI think it's that way because it was designed as an offshoot of the title screen editor, but it would really make a lot more sense if it were in the level editor.
Pretty much. The overworld editor's layer 2 editing mode can serve as a general purpose 8x8 SNES tilemap editor. That's why it ended up handling the title screen and credits (initially as easter eggs), then later the layer 3 images. I've even used it in the past to edit the titlescreen for another game in the debug build.
Originally posted by DeekeHere's a
cheap mockup of new buttons to go up/down by 1 or 8 slots. It'd be very convenient to have a way to quickly cycle through an animation set without manually counting tiles on the way up or down and potentially landing on the wrong frame.
Not really useful enough to bother with creating separate buttons for. Plus you can already use the arrow keys to go up/down by one in that list while it's collapsed.
Originally posted by DeekeAn option/change for the exanimation window to remain on the particular slot it was on before the window was closed, instead of defaulting to 00 each time.
Probably should.
Originally posted by DeekeThe ability to access the exanimation slot of an animated tile by [button]+clicking it in the 8x8 editor, OR having the tile animated somewhere in the exanimation window itself. Any way of being able to see what tiles belong where without deducing it from the destination box would be welcome.
You can just move the mouse over a tile in the 8x8 editor to get its tile number though.