Wow thanks for such an extensive feedback! Really appreciate it! I will answer point to point
>level editor while the game wasnt out
I needed some fresh air in deving and felt I was too quiet, so my goal was to give something to people so they would could have some fun while I worked on the rest of the game. It didn't take that long, almost 2 weeks, so it wasn't a very big commitment of time.
>undos
Yeah I should. This is the demo level editor, the full one should have undos. I didn't apply them because I wanted to work fast and I have no experience doing them.
>fixed size
It is the size of the game, but it should have variable size for the real thing. Or at least add a "fullscreen" button for the demo
>zoom levels
From my experience it is better if levels are small, but I know that people would appreciate a far zoom so I put it in. Making an even more extreme zoom wouldn't be too helpful I believe. About granularity, maybe. I do like to have the default zoom be easily accesible since it gives the designer a good idea how it would look like on the final game.
>bug
Thanks, I will give it a look later.
>cursor icon
Nice idea! I will try it out.
>label pallete hotkeys
eah. communicating hotkeys is something I have to put some thought into, it would be more convenient than having them hidden on a help menu.
>decoration
I'm unsatisfied with how decoration is used currently, but also because Im disatisfied with how it works in the game. It is something I will have to revisit later on.
>object menu
Yeah, it is usuable but awkward. I have seen a lot of people not understand how to use it or turn things around. It will need a complete redesign.
>visibility menu
I need to figure outa better way to do it.
>hiding decoration
Sounds good, I can add it.
>landing location of launchpads
Right click drag or when you place it, hold left and choose the position. I should add a dedicated button to it though. Toad range is a bit more difficult since the dragging change their facing direction already.
>moving the game area around
It is something that I wanted to add but ran out of time. The whole "changing level size" option is something I have to revisit.
>grid
I have an idea how to make the subtiles more visible that I will try out next time. For a darker grid, there is a toggle inside the menu. The X/Y offset move the grid one subtile up or the left. Designing a level based on full tiles is something very useful for me and something I mess with regularly, so I felt it was something nice to add in case anyone else needed it.
>line from the object to your cursor
Thats a nice idea.
>unable to save then play
The editor is a different application because I didn't want to mess with putting more spaghetti in an already spaghetti-ed game. I will add it once Im happy enough with it.
>which fairy is the first
Yeah, it is something I left out since it requires coding an entire system that I didn't had time for. Is on my todo which includes the order that fairies ar
>not being able to test them
Aggggh I forgot to make the button visible! I updated the demo, it should be visible. It is in the EXTRA option in the demo's main menu.
>automatic name
It's on purpose, the name you put on there is the title when loading the level. I don't want it to necesarily be the same as the file name. I plan to get away from the file dialog system on the final level editor.
>back button not clickable
Thats odd. If you move your mouse directly down, it works. But if you move it from the side it doesn't. I will need to check whats going on.
>click to choose level
It is something I want to add, it's in my todo list.
>no save
It is a bug, the file exists but the game doesn't recognize it as valid. Sorry for the problems, the last version of the demo has that fixed.
Thanks again for all this feedback, it is really helpful!
