Posted: 26 Jan 2016, 2:16
I don't have enough time to read all the posts on this topic, so I write my suggestions directly.
- Background movement: in level editor of SMBX, when you move around the level, the background have a slower movement than blocks and other things, and this create a particular profondity effect. In PGE Editor this there isn't.
- Auto-align: in SMBX's editor if is checked the checkbox "auto align", when you go over the editor window, the white hand have a free movement as you move your mouse, but the block/npc/bgo etc. will be already positioned in the "invisible grid" of the level. In PGE editor you can choose a function like auto-align, but in both cases (checked or not checked) the block have a free movement and only when you place a block it will be aligned with the grid, and it is a bit annoying.
- The grid: I don't remember well if this is already implemented, but in case of no, I think is a lot useful have a visible grid in the level window.
These are my suggestions
sorry for my weird english

)), it finally takes moving layers support, so, unbeatable in past levels are finally beatable now. (Anyway, if too much elements in a moving layer, because iterating of every element plugged in the moving layer, engine is going to lag while that layer in move. Examples are water-based levels with rising/downing water where lots of BGO's are plugged as moving layer. I think that in SMBX instead of every element iteration are modifiers variables which are defining offset of elements which are plugged plugged into moving layer. Anyway this way results some bugs known in SMBX, example is wrong offset of layers after level restart in some cases, etc. But this algorithm allows any number of plugged elements without CPU overloading).