X and Y keys will flip the brush Z will rotate it. Drag a box with the right button to grab tiles off the palette or from the world, and left click to draw with your new brush. Copy them across the rest of the bitmap and bloody them up and you're good to go.
My advice would be to add them below the cutscene character art in blocks of 4, like the ones currently in use. If you want to add tiles to gfx.png, know this: tiles that are spattered with blood will have their tile index increased by 2 until they reach the right side of the bitmap. * undo and redo should work fine but do keep saving your work just in case there's a problem with that or anything else * entities are selected by their collision box so if you're editing sprites I suggest resizing the sprite palette so that it runs the length of the bottom of the screen, to put all the entities in a line rather than over the top of each other. * changing the map size reads input for width and height at the same time so your map will always be square. There are still horrendous UI problems, so here are some tips: This uses the new GUI system I recently developed and is much better than it used to be. You probably won't need to edit any animations but if you want to have a noodle around or add frames to some of the animations (or fix the zombie animations that I deliberately fucked up), have fun btw there's no undo / redo in the anim editor. It's horrible and must be destroyed, but it does the job for now. The animation editor uses the interface that the old map editor I used to have used. Or you can create a new level from scratch - just load in "gfx.png" as the tile set and start work.Ĭlicking on the title screen or pressing enter will always start the game with the cut scene, and load the first level in the list. Once you're in the level, you can switch in and out of the level editor by pressing f1/f2.
There's a special menu that lets you go to any level you already made. This is the same build as before but with the map and animation editors built in.