Added a few features to help drawing easier... when the Shift button is enabled (green), your arrow keys will slide the image around. The HEX button lets you specify a hexadecimal color code. I also fixed the hand-tool for picking up the smaller paint.
So in this update, you can now edit your bodies within the game. You no longer need to go pester francis about this sort of thing! You can also edit your heads too (to make them invisible/different from your avatar). You can equip bodies/heads whenever you want.
Also new to the body update are different sized items. This means you can have items with dimensions like 8x8, 32x32, 16x24, 8x32, ect.
Come on be realitsic, your shitty implementation of "pathing" tiles doesn't work at all. Considering the dawn of custom items, I really think it's about time you add scripting. I think (probably your own implementation of) Scratch would be ideal for this. It's very simple to learn (even children use it), would work great on touch-devices, goes with the philosphy of everything being physical blocks, and would be extremely easy for you to control how programs are written so nothing malicious could be written. I believe this is pretty much the only course of action that can be taken without simply adding more dysfunctional tiles that work differently depending on your browser, ISP, location, and history of sexual activity.
My personal idea is the player can write a script by making a "script room", which works like a normal level. Everyone in a script room is in god mode (can't die, can fly). In here, the owner (or people the owner allows) can use bits/blocks specifically designed for your language. Bits can give or recieve a boolean signal, as well as interact with the world and the entity it's supposed to control. You could have a "turn left/right" bit, a "look in front of self" bit, a "change sprite" bit, a conditional bit, etc., and of course a "start" bit to get it running. After the script has been completed, the player can make a custom item as usual, only they could have the option of applying a script to it from one of their script rooms.
This is just how I'd see it, not sure what you would think of personally, or if anyone else has ideas. Please consider this.
Big change to Background Tiles. You now can have up to 10 Tile Sets, with up to 36 tile frames in each for use in your own rooms and levels. Tile Set selection has moved down into the items inventory area. The frames area on the right now scrolls to save space. There are some new buttons:
COPY a tile or item frame PASTE to reuse it, which should save you some work. CLEAR will erase a frame, and if you have a color selected it will fill the frame with that color.
NOTE: only ONE tile set can be used in the overworld and other public areas. Technically you can use more, but the game will only render one of them. (Well, actually you can use a different set for front and back layers) This is to keep the public areas from slowing down due to too many layers. The overworld might look a little messy until people go in and fix their areas and consolidate things into one set.
I added checkboxes FRONT,FLIP, and FLOP under the tile selection
It's hard to tell, but there are now two layers of background tiles. BACK and FRONT.
BACK is the normal layer we've always had, but now you can select FRONT. This allows you to layer background tiles on top of each other (which helps if part is transparent). The Eraser will only erase the selected layer.
FLIP will mirror the selected tile horizontally. This should help reduce the number of images you need. For example if you have a tile for the left end of a platform, you can select FLIP to use it for the right end of a platform too.
Right now they don't really do anything. I just wanted to get the basic concept out there.
You can only provide a name and specify if it's animated or not.
But soon you'll be able to specify how it moves, kills, talks, and so on...
There are now three sets of background tiles to choose from. Set "0" is the default we've always had and can not be changed. Set 1 and 2 are your own personal sprites to customize. Click the Editor button to go to the sprite editor room. Click on the Tile Set 1 or 2, then click on the tile you want to edit. Click the "Save" button when you are done to save all your changes to all the tiles.
12 custom images should be enough for anyone!
(Sorry about the long delay, but this required some major changes behind-the-scenes. Next up is custom items)
My first attempt at guns/projectiles. Press the "Equip" button to select a gun. action/punch to shoot. The Cracker Launcher aims toward your mouse cursor, whereas the Blaster just shoots straight. The fireworks will explode on impact with sounds and a flash of light. You can shoot goombas and give damage in the battle arenas.
I'm still considering how best to handle the gun animations... should it be
1) part of your sprite (you draw all the frames twice, one with a gun and one without)
2) a seperate sprite overlaid on top (like the cracker-launcher)
3) don't do anything (projectile just comes out of your main attack, like the blaster)
Introducing the concept of Targets. or maybe Waypoints is a better name.
If you want an object to move around on it's own, you first set down a waypoint. Then place the item on top of it. This is the starting point of your path. When you place more waypoints, the object will begin to move to the closest one. LIKE MAGIC
There are 5 types of waypoints
1) Move to the closest target.
2) Move to the closest target that is NOT the one you just came from.
3) Go to the first target you started at.
5) Move to the closest target when the player touches the object.
Only certain items will work with the waypoints:
PLATFORMS (simple flat things to stand on)
Fish will swim back and forth when in water and kill you if touched. Out of water they will siezure in place unless they are on a path.
Spike Balls are simple but deadly, they will fall down with gravity if not on a path.
Moving platforms may have issues and unforseen side-effects. Use at your own risk.
You can now create doors (which creates a new room).
Only one door per person per area, and the only areas allowed for now are outside and underground.
Doors can only be placed if surrounded by background tiles (at least 3x3 tiles).
Use this block pattern in the MakerMeow to create a door:
R = red, D = dirt
The rooms are currently not very customizable but that will improve in the next update.
Now when you place a door you "own" the space around it.
There are two different user levels... horizontal (green) and vertical (blue).
You can give your level a name.
Inside your levels you have unlimited inventory of everything.
The world will now survive small updates to the server, so it shouldn't need to be reset anytime soon.
other minor stuff
The lantern can be turned on and off.
Here are screen grabs of the entire world (broken up into three images) at about 7:30 eastern time (after it had been wiped clean a few times). I know people kept going, so who knows how far up they went.
Thanks for helping me test things out. There were some strange glitches for sure. Probably caused mostly by the blocks, which I just threw in last minute to give you all something to do.
The "real" game probably wont have free-placement of blocks like that. But instead you would be creating the buildings and objects to go inside them.
Switch blocks swap black and white bits when you hit them. White are pass-through and black are solid, so now you can create gates and stuff. I might add another type that swaps with red.
I originally had it so that when other players hit the switch it would also affect your game, but I decided it was too confusing (a player somewhere else in the level could be messing you up, and it would sometimes get out of sync).
When you enter a level or die, the switches and bits reset back to their original state.