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Add borders to top/bottom of visible game screen #169

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opsodps opened this issue Aug 15, 2023 · 5 comments
Open

Add borders to top/bottom of visible game screen #169

opsodps opened this issue Aug 15, 2023 · 5 comments
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feature New feature or request foundry Concerning the level editor mostly.

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@opsodps
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opsodps commented Aug 15, 2023

When using the "Locked by start coordinates" camera movement, it might be helpful for the player to be able to see at a glance where the top/bottom of the visible game screen is (depending on where they are in the level), without having to manually count the top or bottom 12 tiles. Here's a screenshot for clarification:

image

(it doesn't have to be a blue border like this, it can be anything really)

@mchlnix
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mchlnix commented Aug 15, 2023

Hm. With all the other visualizations, and the autoscroll view already pretty much having this exact feature, it's hard to come up with a distinct way of showing that. Maybe it would only be visible, while the relevant inputs in the header editor are in focus? Not sure. What do you think?
Seems to specific to have its own View-Menu entry.

@opsodps
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opsodps commented Aug 15, 2023

Didn't mean to imply it should have its own view menu entry, just part of the grid like the red screen divisions.

image

The top and bottom part of the screen is all that the player sees vertically when in those areas (when using the locked camera movement), and the area in the middle between them is only visible when traveling through those double-ended pipes.

As for the autoscroll view, that's somewhat of a workaround, but doesn't cover the top part of the screen or anything past the screen it ends at.

image

@mchlnix mchlnix added foundry Concerning the level editor mostly. feature New feature or request labels Aug 17, 2023
@mchlnix mchlnix changed the title Foundry: Feature request: Add borders to top/bottom of visible game screen Add borders to top/bottom of visible game screen Aug 17, 2023
@mchlnix
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mchlnix commented Aug 17, 2023

Yeah. I didn't mean, use the autoscroll as a replacement. Just that the autoscroll already has a similar visualization, so we could either visualize it the same way, with the blue overlay. But that is confusing if you use both options, the autoscroll view and the "visible screen" view.

Or we could find a different one. Maybe the same but in yellow or something. That's what I was questioning, how to make it visually distinct and recognizable.

@opsodps
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opsodps commented Aug 17, 2023

Oh ok. Well it's up to you

@opsodps
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opsodps commented Aug 17, 2023

I just remembered what you said is similar to how Lunar Magic (the SMW editor) works. I can’t record a video of it right now, but it has a view option called something like “view game screen” which produces a transparent square that you can move around by dragging the borders. In SMB3’s case it’d be a 16x12 tile rectangle. Might be too difficult to code something like that though.

edit: video

2023-08-17.17-18-30.mp4

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