you're welcome! feel free to make requests if there is anything you'd like to have in the set.
loren schmidt
Creator of
Recent community posts
this is a lovely game, thank you for making it! btw in case it is useful on your end, i thought i would let you know i found a bug in the gamepad support. specifically, nintendo vs xbox button IDs is causing mirrored face button defaults, and control remapping doesn't seem to be working at present so you can't work around it (windows). happy to send details if it would be helpful!
dungeon decorator v. 1 update
things are coming along! i've done most of the heavy lifting, and am working on integrating the new text tools into the editor and adding a couple of much requested features. as soon as everything's working i'll post the new version publicly!
estimated release date: later this week.
text tools
- signs - working! still need some editor tools
- characters with dialogue
- environmental text - working!
expanded character roster
- platformer character (moves along ground + jumps) - working!
- crawly (moves along ground) - working!
- bat (flies, ricochets off of walls) - working!
- shuttle (nongravitational, path guided by environment) - working!
- chicken imp (flaps to fly short distances, like flywrench / birds in joust) - working!
- all characters can either be autonomous, or player controlled - on the to do list
additional features
- revamped save format (more human readable, also can store environmental text)
- pushing tiles (can be used for water currents / wind / one way passages / gravity zones) - working!
- ladders - in progress
i'm pleased to report that i found a fix for the partial map load error! if you had a map in progress which was affected by this issue, your map file will now work with the editor here:
http://vacuumflowers.com/dd/editor.html
and the player works as well.
if it's the bug where only the upper part of the map loads, my hope and suspicion is that it'll load correctly after the fix. the bug is likely caused by a tile with weird data in it which somehow breaks the rest of the load process. if so, once i add a proper error handler for that it will be able to read past the erroneous tile with no issues.
ladders:
i'm planning on adding ladders! i have the same feeling about vertical movement. i plan on adding at least one character who can't jump at all (something in the vein of lode runner) and i think ladders would be useful both for that character and for the other characters.
i think the way i'll implement it is by adding a ladder to the entity palette. any tiles you paint ladders in will be climbable. ladders will have a default appearance, but you'll be able to swap in any sprite you desire, so you could make climbable vines, bones, etc. if you desire.
i'm also currently implementing tiles which push you, which can be used in various ways to move upward.
thanks for letting me know about the avatar issue. did you place a player when you were in the editor, or were you playing using the one automatically placed?
re: differences-
yes, i've been updating the version at vacuumflowers.com/dd/editor.html quite frequently, and i've been updating the one here on itch.io only when i have more major builds.
thanks again for the bug report!
thanks for your response. agreed- for a while i was planning to incorporate new tiles as i added them, but i've decided to keep versions separate so as not to mangle people's creations. so i've reverted the version at vacuumflowers.com/gardener to the original tileset, and the next version will be at a separate url.
it will always be possible to take your save files from an older editor and open them in a new one (and then manually tweak whatever is necessary due to changes between versions)
i hope that makes dealing with a pre-beta tool more pleasant and predictable.
i've fixed several bugs (including the nasty tile garbling bug) and i've rolled out a new version at vacuumflowers.com/gardener which incorporates these fixes!
apologies, i rolled out some changes to the tileset prematurely! i've reverted the player + editor to the original tileset
the v. 0 editor here will work with the current player
vacuumflowers.com/gardener
when v. 1 comes out later this week i'll put it at a new address so as not to break anything folks made with v. 0!
dungeon decorator v. 1 (out later this week)
text tools
- signs
- characters with dialogue
- environmental text
expanded character roster
- platformer character (moves along ground + jumps)
- crawly (moves along ground)
- bat (flies, ricochets off of walls)
- shuttle (nongravitational, path guided by environment)
- chicken imp (flaps to fly short distances, like flywrench / birds in joust)
- all characters can either be autonomous, or player controlled
thank you for the info and the links! someone else seemed to have the same issue and suspected the same thing as you earlier. i have a hunch it is due to rotation- that would make sense. i'm terribly sorry, this is such a tragic bug. i'm working on a fix right now, and i'll upload it tonight. hopefully that will be the end of the tile garbling bugs.
thanks so much for your feedback. i'll try to make these things more intuitive over the next few releases. in the mean time, i'll try to clarify:
the keys are a partially implemented feature- they will be a multifunction key / collectible in the next release.
there's currently a bug which can cause tiles to be solid (or nonsolid) which shouldn't be by default. i'm working on a fix, but in the mean time, should this happen, you can fix tile solidity by holding the shift key and clicking.
you're correct- signs aren't implemented yet (but will be in v. 1, later this week!)
(your game is coming along nicely, by the way)
i have a lead on a fix for this. i think it may be (at least in part) due to incorrect handling of tile rotation- possibly it ends up with rotation values outside of the 0-4 range (which is fine internally, but won't save correctly). i'm looking into this right now actually, and i'll upload the fix tonight. i sincerely hope that will address all of the save corruption issues. that's such a tragic bug; by far the worst bug on the list. fixing that is my highest priority right now.