On Tue, Apr 7, 2009 at 10:13 AM, riq <[email protected]> wrote: > >> - timeline >> - text >> - particles >> - draw >> >> do one atlas per layer. >> >> make a sample game. >> >> maybe more. > > Ok. > Those features are great for a v1.0. > I think we should split those features in different milestones and > have something that is not as complete as v1.0, but that can generate > a useful tiless map for v0.1. > And then on top of that, create v0.2 with more features... etc. > > What do you think ?
Thats mostly done. I want to do the new refactor, because now we can start working on different stuff and not break it all. I agree that we should have a clean v0.1. For that, the most pressing issue is the toolbar. > > > question: > what's a plugin ? a layer plugin ? if a want to include images > (texture atlas) should I code a texture altas pluing ? > the "load tiles" (space) is not working. Is it because the "texture > atlas plugin" is not coded ? A plugin is a plugin :) A layer plugin is actually a "layer factory plugin". So you can give the editor a factory to create, save and load layers. A mode plugin is a tool for the editor. Space is not working because now its hardcoded on F3 (stamp mode). We had to do that because we didnt have the button in the toolbar. Also, pressing space does something that depends on what mode you are (what tool you are using). Rigth now the modes we have are: - camera (move the camera, zoom in out) - edit: pick and move sprites - stamp: add a sprite like a stamp all this modes are assciated to "sprite" layers. Lucio --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "cocos2d discuss" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/cocos-discuss?hl=en -~----------~----~----~----~------~----~------~--~---
