+-token and values in the palette
Posted: Mon Jul 09, 2007 5:04 pm
Not sure if this is a bug, maybe its something that's been overlooked though. The +# and -# tokens work in the change part of a CE, but not the condition....
IE:- CE2 changes to [-1] if touching [space], works OK.
But....CE2 changes to [space] if touching [-1], doesn't work.
Shouldn't this event fire if CE2 touches CE1? What happens is the collision only works if you place the actual token element [-1] in the level, which can't be right....can it?
Doesn't this defeat the object of having these handy tokens? In a real world example I have a special tile which is made of 3 CEs and they are only aware of themselfs. They have actions like:- Explode if change page of [-1], or Change to [-1] Explosion of [+1] etc. I would now copy CE1,2 and 3 to CE4,5 and 6 without any post copy maintenance....which is the whole point!
The second idea...
To make matters worse in my example, all of my tiles use the ce_value animation of a shared element. This means they all look the same in the editor but different in the game. Is there anyway of updating the palette so it shows the proper graphic of a CE plus it's value.....
IE:- CE1 and CE2 both use the graphic of the Steelwall, the Steelwall uses a ce_value animation.
The value of CE1 = 0 (a red square in the PCX) and the value of CE2 is 1 (a blue square in the PCX). In the game they are correct (red and blue), but in the editor they are both red. I notice that the large CE icon at the top left of it's change page updates correctly, but not in the editor palette.....how hard would this be to enable?
IE:- CE2 changes to [-1] if touching [space], works OK.
But....CE2 changes to [space] if touching [-1], doesn't work.
Shouldn't this event fire if CE2 touches CE1? What happens is the collision only works if you place the actual token element [-1] in the level, which can't be right....can it?

Doesn't this defeat the object of having these handy tokens? In a real world example I have a special tile which is made of 3 CEs and they are only aware of themselfs. They have actions like:- Explode if change page of [-1], or Change to [-1] Explosion of [+1] etc. I would now copy CE1,2 and 3 to CE4,5 and 6 without any post copy maintenance....which is the whole point!
The second idea...
To make matters worse in my example, all of my tiles use the ce_value animation of a shared element. This means they all look the same in the editor but different in the game. Is there anyway of updating the palette so it shows the proper graphic of a CE plus it's value.....
IE:- CE1 and CE2 both use the graphic of the Steelwall, the Steelwall uses a ce_value animation.
The value of CE1 = 0 (a red square in the PCX) and the value of CE2 is 1 (a blue square in the PCX). In the game they are correct (red and blue), but in the editor they are both red. I notice that the large CE icon at the top left of it's change page updates correctly, but not in the editor palette.....how hard would this be to enable?