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A few suggestions, mostly for the level editor.

* Alternative object activation.
An option to use Up or Down to activate switches/levers, leaving you free to shoot while standing in front of these things.

* Mouse control in main menus.
Going from the main menu and configuration to the editor is a little strange.

Level Editor:

* Hotkeys for map functions.
Suggestions:
- F1: Help (this is standard nowadays)
- F2 / Ctrl+S: Save
- F3 / Ctrl+L: Level Settings
- F4 / Ctrl+K: Validate
- F5 / Ctrl+R: Test Level
- F6 / Ctrl+M: Minimap
- Ctrl+N: New
- Ctrl+O: Open
- Ctrl+Q: Exit

* Delete objects.
Press Delete while an object is selected to remove it. I keep doing this reflexively but it doesn't work.

* "Lights out" setting.
For making a permanently dark level without needing a light switch placed somewhere.

* Randomized crystal pickup.
It simply picks a random color when placed. One for each design (and maybe one for all three designs).

* Teleporters.
Link them together and Mylo can warp between points in a level.

* "No respawn" setting for crumbling platforms.
For bonuses you only get one shot at.

* New tiles...
- Black background tile. For piutting in "windows" or breaking up the background in other interesting ways.
- Entrance door tiles. A purely cosmetic thing. I like having a defined entrance for levels.
- Invisible barrier tiles. Good for secrets or keeping certain air enemies in line.
- Kill tiles. Functionally the same as the liquid tiles, but clear. For making proper instant-kill pit hazards (especially along the bottom row).
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NeuralStunner: A few suggestions, mostly for the level editor.

* Alternative object activation.
An option to use Up or Down to activate switches/levers, leaving you free to shoot while standing in front of these things.

* Mouse control in main menus.
Going from the main menu and configuration to the editor is a little strange.

Level Editor:

* Hotkeys for map functions.
Suggestions:
- F1: Help (this is standard nowadays)
- F2 / Ctrl+S: Save
- F3 / Ctrl+L: Level Settings
- F4 / Ctrl+K: Validate
- F5 / Ctrl+R: Test Level
- F6 / Ctrl+M: Minimap
- Ctrl+N: New
- Ctrl+O: Open
- Ctrl+Q: Exit

* Delete objects.
Press Delete while an object is selected to remove it. I keep doing this reflexively but it doesn't work.

* "Lights out" setting.
For making a permanently dark level without needing a light switch placed somewhere.

* Randomized crystal pickup.
It simply picks a random color when placed. One for each design (and maybe one for all three designs).

* Teleporters.
Link them together and Mylo can warp between points in a level.

* "No respawn" setting for crumbling platforms.
For bonuses you only get one shot at.

* New tiles...
- Black background tile. For piutting in "windows" or breaking up the background in other interesting ways.
- Entrance door tiles. A purely cosmetic thing. I like having a defined entrance for levels.
- Invisible barrier tiles. Good for secrets or keeping certain air enemies in line.
- Kill tiles. Functionally the same as the liquid tiles, but clear. For making proper instant-kill pit hazards (especially along the bottom row).
Now that's an extensive list! :D Thank you for all the suggestions and I agree, some are really good ones that will most likely be implemented very soon. I can't address all of them now but I'll do my best to add more options to the level editor!

I was also thinking to allow placing more than 1 instance of Air pump & Doors, would that be a welcome change?
Definitely! It could lead to some interesting red herring puzzles if most of the 1-placement restrictions were lifted. A trap exit or impossible key, for example.
Really been loving this remake, it's faithful while improving and fixing the original game in all the right ways!

Some more suggestions/feature requests from me:

-Add the ability to switch between new and old graphics like in the Monkey Island remakes
-Being able to revisit beaten levels would be nice, even though that wasn't in the original
-And of couse, more official episodes!
-And let's not forget Secret Agend HD...
Post edited October 26, 2020 by Joeqbr
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Joeqbr: -Add the ability to switch between new and old graphics like in the Monkey Island remakes
I've considered this as well. I feel like it would have the most impact if it was part of a broader design to allow for custom graphics. (It would be pretty simple to make colorblind-friendly switch/door sets.)
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Joeqbr: -Being able to revisit beaten levels would be nice, even though that wasn't in the original
I know this would be annoying to program, but it would be neat. If the score for every level is tracked, one could even subtract that from the player score temporarily, and update it if they beat the level with a higher score than last time.
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Joeqbr: -And of couse, more official episodes!
I'm reminded of TIME FCUK's level rating system. It allows players to rank user levels by challenge, and there's a custom game option that creates a whole game from user levels arranged in similar difficulty to the stock levels. This might be completely out of scope for this game, but it's a thought.


I also remembered another object suggestion I forgot: A "pop-out" block that becomes solid once you move through it.

Full gamepad control in the editor would also be neat. Left stick already pans the level, right stick could move the cursor, Jump button to "click", and Fire button to back up (as in menus). This would need to utilize a couple more buttons to work nicely, one to erase and one to set object properties.