This is where sequences (and triggers) in "Draw: The Sequel Level Editor" are being developed for now. Please note that: - Things can (and probably will) break - You should not be using this to make a full level (mainly because of the next point) - Level codes made in this project are not guaranteed to work on future versions of this project or the main project - This is being done in a separate project because I don't want to repeatedly increment the version of the main project for small bits of work on the sequence system Changes so far: - Trace drawing in sequence editor has been changed to make connections clearer - Placeholder blocks added in sequence editor - Sequence objects can be labeled (can be set on creation and labels are shown on hover) - Sequences are identified by their id (up to 65536 [the project would probably crash way before that]) - Trigger object editor has been added - Sequence objects can be run from just their id - Sequence interpreter now runs most blocks without screen refresh (speech bubbles still disappear for one frame) - Trigger objects are mostly finished - Sprites can now send messages to any other sprite along with any amount of data (handled by "message-mgr" sprite) - Sequence editor now has a grid background to show camera movement even when no blocks are on the screen - All text effects and speech backgrounds from Part B have been added - Changes made in the sequence editor can now be saved to the object Changes still to be done (before pushing to the main version): - Add proper visuals for the trigger line object - Make the sequence editor use the editor GUI for editing (currently only command-based) - Add ability to add blocks (from the GUI) in the sequence editor Modified/Added Sprites (that are related to this update): - editor-gui (special toolbar buttons for trigger editor view, buttons for saving/discarding changes) - view-main (to account for sequence object format changes) - objects (formerly "editor-objects", now handles in-game trigger objects in addition to all in-editor objects [besides old/linear npcs, which are still independent]) - sequence (interprets sequence objects) - view-sequence (sequence object editor) - view-trigger (trigger object editor) - message-mgr (handles the clearing of message data) - dagger (so that interacting with objects won't also attack them at the same time) - text & text box (ported over the text glitch effects used in Ballpoint Base) Credits: , - This Project - Original Project, Backgrounds, Font (look at the main version for the rest) (based on DTSLE b1.6) (this feature will probably bump the version to b2.0)