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Two modern functions for displaying errors.

Open Dariosky-01 opened this issue 4 years ago • 0 comments

The first tool I speak of should highlight, only if activated, the enemies drawn in the project, with a red veil, so as to immediately notice which ones are in error without the need to search for them with the error tool, one by one in one. list of elements in the right messy window.

Perhaps the "error list" notification switch could become the switch that "toggle" this would make everything easier, leaving the idea of ​​having to look for errors one by one as a bad memory. Currently in the released version when you touch an error in "error list" with the pointer you auto select the names on the right list of the elements of the level, those appear as errors, this function could be dedicated for those elements that appear outside and therefore invisible to this new function, so if there was an object or an enemy did not realize its presence this way of highlighting in the list would highlight it in the list, at this point the "error list" would no longer make sense and would be just a bad memory. This last function, however, I would always leave it active because in any case it is always an error that he would still like to fix if he knew.

If you want a second tool in the menu, you could choose whether to use a function connected to this main one, one that shows in real time "the red veil" above the enemies during dragging, thus appearing as an error when you are above a point that will show that enemy as a mistake if left right there in that point of the screen or rather with that precise X and Y coordinate. To make it clearer, I recommend imagining a grid on the level and a drag action of an enemy above, imagine that wherever the enemy can move with the pointer it would give an error, but only in a square of the grid is free from possible errors, therefore the enemy during the dragging would always be veiled in red while entering the position of the free square screen, the enemy would appear normal, here, with this function active it should be the opposite, when in a point there could be an error it should veil of red the enemy to avoid creating errors in real time without letting the enemy release right there, effectively preventing possible errors before they are created. However, you could point out which enemy elements are incompatible by showing the selected enemy with a different color veil, such as an orange color for incompatible enemies. So you can see which are the incompatible enemies in real time without looking for them. This would give the opportunity to make mistakes with different incompatibilities with different enemies to subsequently think of eliminating the enemy that from a distance gives me an error if I am interested in what you are working with the pointer.

Dariosky-01 avatar Apr 27 '21 18:04 Dariosky-01