This is the same build as before but with the map and animation editors built in. There's a special menu that lets you go to any level you already made. Once you're in the level, you can switch in and out of the level editor by pressing f1/f2. Or you can create a new level from scratch - just load in "gfx.png" as the tile set and start work.
Clicking on the title screen or pressing enter will always start the game with the cut scene, and load the first level in the list.
The animation editor uses the interface that the old map editor I used to have used. It's horrible and must be destroyed, but it does the job for now. You probably won't need to edit any animations but if you want to have a noodle around or add frames to some of the animations (or fix the zombie animations that I deliberately fucked up), have fun
btw there's no undo / redo in the anim editor.
This uses the new GUI system I recently developed and is much better than it used to be. There are still horrendous UI problems, so here are some tips:
* changing the map size reads input for width and height at the same time so your map will always be square.
* entities are selected by their collision box so if you're editing sprites I suggest resizing the sprite palette so that it runs the length of the bottom of the screen, to put all the entities in a line rather than over the top of each other.
* undo and redo should work fine but do keep saving your work just in case there's a problem with that or anything else
If you want to add tiles to gfx.png, know this: tiles that are spattered with blood will have their tile index increased by 2 until they reach the right side of the bitmap. My advice would be to add them below the cutscene character art in blocks of 4, like the ones currently in use. Copy them across the rest of the bitmap and bloody them up and you're good to go. Drag a box with the right button to grab tiles off the palette or from the world, and left click to draw with your new brush. X and Y keys will flip the brush; Z will rotate it. More controls are listed in the help box.
Any zombies and other entities (the fog of war is actually an entity, for example) will be ignored when you reload the level - only walls, furniture and the player are created when a level is loaded. Press backspace or delete to remove an entity you have selected; hold down G to lock it to the grid (this is useful for placing walls, and I apologise in advance for the selection/creation being on the same mouse button!).
You won't be able to add any further entity types I'm afraid, as that's pretty much hard-coded right now. You could change the graphics for them I suppose
I don't recommend making levels that are not 32x32 tiles of 16x16 size, as I think I hard-coded some of the routines to work on a 512x512 world.