This is excellent so far. I can see the use of this engine reaching far beyond what were seeing right now.
Will water be worked on?
Thank you! And... yes? Yeah.
I was wondering what it would take to get me to register for the forums, and I guess I've found it.
Here's my public to-do list (not that anyone cares, but if I state it publicly than I have slightly more responsibility to follow through.
1- Read through these massive forum posts (I'm through the 9 page build 2 thread, but haven't scratched this thread)
2- Get "friendly" with the level editor
3- Get a puzzle level that's been floating around my desk impemented by monday (a deadline that will not change... one must be strict with-himself)
And thats all the promises I'm making publicly, one level, even I can follow through on that.
QUOTE'D! You have
to do this now.
Here's all my Cortex Command stuffs.
This should extract straight into the BQ folder, but there should be a way to add mods easily. Like a "Mods" folder, where you could put folders that have the same structure as the main one. The game would read each of them just like it does for the main stuff, only it'd be a lot easier to organize. That way, you could quickly take out or add groups of tilesets or animations or whatever. ...
Awesomeness! The Arne-apocalypse shall come... tonight
, when I can actually try this out!
P.S. BQ already has Mod support like you described.
Whenever it loads files, it searches for them in a certain order. I think it goes: Current folder of map, Current folder + /Maps/, root Maps folder, and root. Something like that.
The Animation Editor is a good example of a mod. It's entirely separate from the game and manipulates files in ways the game wouldn't. You can find it in the Maps/AnimationEditor/ folder. It's got its own set of folders and everything.
HOWEVER, I need to remember to fix this in the next update: The map base directory can't be set outside of the code! The system works
, but there's no way to tell it what the Mod's base folder should be. (Or maybe I did made a script for that... anyway, you can't do it from the Map List!)
Remind me to add that.