That all sounds reasonable to me.
One more thing, whilst you're playing with the editor, we need an extra thingy...
I've just created a switch object, that when you switch it on it destorys itself and creates a detail layer item as a switched-on switch, this works fine, however there's no way of making this a custom object, ie, you need to switch on switches 4,6, and 15 for example, you've no way of knowing. Currenly the only way to do it would be to create copies of the same graphic, which is a poo.
What I think we need is a custom script for a particular tile x,y. This way we can make a switch open a door at x,y. Or a switch will complete an objective. Or opening a door will complete an objective. Or blowing up a barrel spawns an alien. You see what I mean? All the objects currenly are identical and therefore we have no control over a specific barrel or switch or door or whatever.
I can see 2 ways of doing this:
1: add an extra layer to the map that is the custom script number, 0 being no custom script, and have this link to another table of the custom scripts.
2: Create a new array of strings that is the map size and we just throw the custom script into each element (probably simplist).
What do you think?
One more thing, whilst you're playing with the editor, we need an extra thingy...
I've just created a switch object, that when you switch it on it destorys itself and creates a detail layer item as a switched-on switch, this works fine, however there's no way of making this a custom object, ie, you need to switch on switches 4,6, and 15 for example, you've no way of knowing. Currenly the only way to do it would be to create copies of the same graphic, which is a poo.
What I think we need is a custom script for a particular tile x,y. This way we can make a switch open a door at x,y. Or a switch will complete an objective. Or opening a door will complete an objective. Or blowing up a barrel spawns an alien. You see what I mean? All the objects currenly are identical and therefore we have no control over a specific barrel or switch or door or whatever.
I can see 2 ways of doing this:
1: add an extra layer to the map that is the custom script number, 0 being no custom script, and have this link to another table of the custom scripts.
2: Create a new array of strings that is the map size and we just throw the custom script into each element (probably simplist).
What do you think?