[At school]
This morning I made the map editor; it does 12 PixelOff's onto the corners of the currently selected tile in the map, and the - and + buttons are used to change the tile you're placing, which has a 5x2 arrow above it to show which one you're currently using. I'll make a screenshot later today.
Next I'll create the new map system, and using it will allow the map editor to quickly and easily edit and change any and all maps. I could also make the editor's flexibility span enough to be able to resize the map list, so if I wanted to add more maps, I could just make it expand the list and create space for a new one, or vice-versa to delete some. Plus I'll add a few extra functions like filling the entire map with a single tile by the press of a button or horizontal and vertical fills like the Tankies Landscape Editor can.
As for the events, I'm going to have to find a quicker way of doing them, since the way I'm trying it out now will be extremely slow once map events are built up. Maybe do a number system where I could give a single number that would tell me the map #, x coord, and y coord all at once.. it'd require far less checks, but it'd be even harder to figure out when editing. Could be worth the insanity though.
And by numbered system, I mean like this: M*100+B*9+A. No two places would ever have the same number, every single tile in every map has its own number. Nifty eh? All I'd have to do is calculate and save that number into a variable (probably theta) at the beginning of the EVENTS routine, then do numbered checks. It'd save space, and I'd never have to do If M=4 and A=3 and B=5:Then:End; I'd just have to do If theta=448:Then:End. Also if I wanted to know the direction that the player attempted to move (like say if I wanted to talk to an npc that I obviously can't walk onto), I could add C (the character's attempted direction) onto that numbered system, either as another digit or as a decimal placeholder. Like, 448.2 would be Map 4 (3,5) - attempt at moving east.
Lost yet? I love programming.
