Hi,
One of the issues I have with the scene editor concept has to do with metadata. The unique variable is handy and the array groups are handy too, but it feels to me as though that's not enough to really get data-driven on the levels. A specific shortcoming, I think, is that you can have a sprite in only one array group. If you are making a tile based game, it means one tile, one sprite and then only one piece of meta-data. That's really not enough. A tile can have several attributes that one would like the level designer to edit and I don't think that's currently possible. (I currently put sprites in array groups to tell the game something about the tile but that's one idea per tile, which is not enough). Is there a better way?
On a further note - which just goes a bit deeper on the whole level philosophy - generating code for levels one makes is, in my opinion, not a great idea. For starters, you cannot have user generated content - even if the user has the AppGameKit Studio app, they can't make or edit a level without all the code. Without being able to put function pointers (refs) in arrays, you are also forced to write big select statements where you have a case per level to call setup(), cleanup(), etc. Also not ideal. I am not sure if theGameCreators think of this as a toy (I mean no disrespect - I mean it's not meant for serious production work) or if I am not seeing the big picture, or perhaps jumping the gun (maybe it matures into something more)?
Having used it to make some levels for a game (my game is just a toy, nothing serious) I can say that it's just not a very good editor. Not yet, anyway. The UI is lacking (can't edit properties on multiple selected sprites for starters) and the ability to data drive things is really just not there. If I had the ability to drop pseudo sprites (markers) in the level, that aren't sprites and can coexist with sprites, that would help. If the markers can live in multiple array groups, that would help a lot, and if I could define Types in the editor, and created markers of user defined types with editor defined initialization data, then I can see working with these code generated levels making more sense. If we then got the ability to put function ref's in arrays so I could do something like call(functions_setup[level]) and could load the generated level byte code on the fly, why then we'll be in the money but I know I am now dreaming
[I realize it won't give me the ability to call something like scene_setup() unless there was some byte code function discovery mechanism and I can see that goes against having this easy-to-use basic language]. The markers and types though, that would be a great help, I think?
Thanks