Also, about the building and destroying of sections, there's currently a bug in that that I forgot to mention in the documentation. It's something like, if you Build two sectors that are adjacent on the Y axis, then delete one, then try build it again, it will build but the adjacent one will be deleted as well. I'm not sure what's causing this, I'm pretty sure there's nothing in the Build code that could possible delete another section, but who knows. either way, the bug can be temporarily be fixed by deleting both sections and building them both again.
On your suggestions:
- The toolbar section would definitely be a good idea, and has been something in the back of my head. After all, the idea to use an editor for it was mostly originally inspired by Tom Mulgrew's Editor, which used the toolbar. But for now, it's the numbers system because it was easier to code. :P Although when I think about it it probably wouldn't be too hard to make the toolbar.
- Yeah, the version there doesn't yet have any transparency added to the sprites, I only bother to add that in when the sprite sets are done or at least close to it. And so far the only sprite worthy of that is the main player sprite (I edited your one, Hartnell, to try and give him a different look for each weapon and also attempted some knife animation).
- Like I said, neither the game nor the editor is finished, but once they are the Editor will definitely have a save/load function, and TrackDown will be able to load the maps. :)
Also, the concept of the enemy's sight is done by checking along about 20-pixel intervals along a straight-line path to the player, and if at any of those intervals it is on a wall or otherwise blocking tile, the enemy cannot see you.
At the moment, before I do much more work on either the Editor or the game, I want to get more of the sprites and tilemaps done, so far my work has been very all-over-the-place so I'm trying to get it into a more ordered style.
Anyway, thanks for your comments. :)